The Science Spellbook V1.1
The Science Spellbook V1.1
The Science Spellbook V1.1
52 Multiverse Exploration
1 Introduction 3.53 Mutual Information
1.1 Introduction 3.54 Mycelium network
1.2 Disclaimer 3.55 One way Mirror
1.3 Legal Information 3.56 Oscillate
2 Credits 3.57 Osteonum
3. Spell Book 3.58 Outflows
3.1 Absolute Zero 3.59 Pascal’s revenge
3.2 Alter Biome 3.60 Pauli Exclusion principle
3.3 Alter Difraction patern 3.61 Plagarise
3.4 Alter Projectile Velocity 3.62 Planetary Rings
3.5 Alter Weight 3.63 Predict Projectiles
3.6 Arcane Gravitational Lens 3.64 Quantum Familiar
3.7 Arcane Gyroscope 3.65 Quantum Tunnelling
3.8 Arcane Insulation 3.66 Radar
3.9 Arcane Redirection 3.67 Radiation Poisoning
3.10 Arcane Singularity 3.68 Raman Scattering
3.11 Bohr’s Model 3.69 Reduce Relative Velocity
3.12 Burst Radiation 3.70 Reflection
3.13 Carbon Dating 3.71 Reflective Coating
3.14 Chemical Transition 3.72 Refraction
3.15 Conjure Magic Prism 3.73 Reverb
3.16 Cool metal 3.74 Reverse Entropy
3.17 Cosmic Looking Glass 3.75 Scattered Path
3.18 Crystalise 3.76 Shannon’s Coding Theorem
3.19 Dark matter Sword 3.77 Solve Olber’s Paradox
3.20 Detect Habitat 3.78 Sonic Boom
3.21 Electrify 3.79 Starburst
3.22 Enhance Potion 3.80 Study Ecology
3.23 Entangle Spell Slots 3.81 Sublimation
3.24 Entangle Attacks 3.82 Summon Demon Core
3.25 Eruption 3.83 Supermassive Black Hole
3.26 Expectation Values 3.84 Supernova
3.27 Faraday Cage 3.85 Supersonic Omnidirectional Jet
3.28 Focusing Lens 3.86 Suspend Motion
3.29 Fourier Transform 3.87 Synchrotron Spell
3.30 Freefall 3.88 Temporary magic Prism
3.31 Galaxy Whirl 3.89 Thermonuclear Fireball
3.32 Gravitational wave 3.90 Thomson’s Plum Pudding
3.33 Hawking’s Mark 3.91 Tidal Force
3.34 Hooke’s Compelled Duel 3.92 Time Dilation
3.35 Hubble’s Constant 3.93 Turbulent Gas
3.36 Identify Medicinal Herbs 3.94 Uncertainty Principle
3.37 Illusory Geodesic Curve 3.95 Universal Expansion
3.38 Kilonova 3.96 Vapour Deposition
3.39 Ladder Operation 3.97 Volcanum
3.40 Leadskin 3.98 Voltaic Arc
3.41 Magical Antenna 3.99 Wormhole
3.42 Magic Polarising Filter (Simplified) 4. Spell Creation Competition
3.43 Magic Polarising Filter 4.1 Weave Warp
3.44 Magnetise 4.2 Create Chimera
3.45 Manipulate Uncertainty 4.3 Stress (Battle)
3.46 Medic’s Tent 4.4 Stress (Non-Battle)
3.47 Migration Patterns 5. Outtakes
3.48 Moderator 5.1 Telescope
3.49 Modify Food 5.2 Aquire Funding
3.50 Moe’s Sensory Illusion 5.3 Arcane Die
3.51 Momentum Transfer
2
Introduction
cience always seems to hold a strange double
S
position in our world. On one hand it’s this Disclaimer
very tangible collection of facts and methods I am a scientist first and a tabletop RPG author second.
from which we have derived revolutionary These spells have not been tested properly. Every effort
technologies. On the other, it’s an ivory tower has been made to balance them within the rules of 5e
of unknowable things, forbidden unless you but that is certainly no gaurantee and there will
happen to have been foolish enough to study it certainly be ways players use these spells which I would
for 5+ years (like me). It’s striking how magic is often never be able to predict. I think any GM should reserve
portrayed in the exact same way. the right to tweak, modify, and VETO these spells at
The similarities become more obvious the longer I their table. Similarly, if these spells are in any way
study both science and magic. I’d be foolish not to admit similar to other previously written spells this is entirely
that science is often portrayed as “Too difficult for you!” unintentional. Many many spells were removed at the
in an attempt by the speaker to put themselves in some request of my editors for encroaching on preexisting
superior position. There’s also a frequent matter of the material.
money and education required to engage in science, to Further to this, these spells are inspired by real
even read the latest work you need to spend time science but they are certainly not accurate
learning what all the jargon means as well as paying the representations. If there is interest, I will write a
huge journal subscription fees, a privilege that very few companion document to fully explore the reality
outside of research have. referenced here.
I then wonder if the popularity of “scientific” magic
and fantasy is a reflection on people’s desire to Legal Information
experience the thrills of science in an way they find This work includes material taken from the System
engaging and accesible. One immediate refutal I hear a Reference Document 5.1 (“SRD 5.1”) by Wizards of the
lot is that magic allows us to use our imagination, to do Coast LLC and available at
things we wouldn’t have otherwise done, lets us escape https://dnd.wizards.com/resources/systems-reference-
that which feels commonplace. The idea that all of these document. The SRD 5.1 is licensed under the Creative
don’t apply to modern science is ludicrous to me. It’s my Commons Attribution 4.0 International License
job to convince you that science is just as wonderous as available at
our wildest arcane imaginations. https://creativecommons.org/licenses/by/4.0/legalcode.
The goal of this book is twofold: I want to
demonstrate that when we treat science as “magic” it is
just as, if not more, powerful than the magic we are
used to in 5e. The second objective is to try to make the
science more accessible to the public, removing it from
the context of academia with its splendour and
condescension. In the second task I have almost
certainly failed to some extent, in the first there is still
some hope. The reason for the potential failure is simply
that I am, by education, an astrophysicist. Thus many of
the spells here are focused on just that. There is no one
science that trumps them all and there are subjects I
simply didn’t feel qualified to make more than a basic
reference to.
If you find any of these spells interesting I urge you to
read more into their titles (Which I have tried my best to
keep accurate). There are many excellent science
educators out there dying to tell you everything about
their work but too often people don’t even know where
to begin. If this book serves as nothing more than a
jumping off point for you to find a new and interesting
part of science then I will be satisfied.
Introduction 3
Credits
huge thank you to all the wonderful people
A
Artists
who helped make this project in any way
feasible. George Eracleous
The Title Cover (page 1), Stress (Page 33), Create
Chimera (Page 32), Weave Warp (Page 31), Voltaic Arc
(Page 29), Supermassive Black Hole (Page 23),
Author- Thomas Wallace Radiation Poisoning (Page 19), Quantum Familiar
(Page 18)
That’s Me! More commonly known as the Gorilla of Twitter: @G_Eracleous
Destiny. I don’t know what to say really, I did a lot of the Art Station: https://www.artstation.com/theredcow
words and ideas? If you like my work please check out
the Theory of Magic where we make a scientific(ish) Evaldek
theory of the magic in 5e, The Spell Writing Guide The Gorilla of Destiny Window (page 2)
where we make a system to write spells in 5e. All
available on Drivethrurpg Twitter: @Evaldek1
Incantationum Editor (Spell Stenis
Editor)- Jesús Blanco The Theory of Magic school herald seen below
Jesús has been nothing short of my most valuable Twitter: @_stenis_
resource in this development. He balanced every spell,
reworded some, and made some excellent suggestions Dean Spencer
for others. Surely this would not be what it is today Filler art used in Page 17, 16, 12
were it not for his efforts.
Editor- Isobel Thomas-Horton AlecAdamsArt
This woman probably holds the record for the most Filler art used in Page 18, 9
time spent reading my writing. What’s worse is she only
ever reads it before it’s even close to acceptable. Bag (from LoreWiseGames)
Without her there would be at least three times as many Erupting Volacano (Page 10)
spelling errors and significantly worserer grammer (the
credits are the only unedited part, not that you can tell).
YOU
massive thanks to you too.
A
These projects are a huge laugh and I
really appreciate all the support I get
throughout development and after. If you
purchased this for $0 and feel so inclined
I’d appreciate any show of support so I can
keep paying these artists and editors what
they’re worth. Also check out my other work blah blah
blah etc. I’d also appreciate a review (especially if you
liked the work but criticism is also very valuable) but
you should probably read the book first.
4 Credits
Absolute Zero Alter Difraction Pattern
6th level Evocation 1st level Illusion
Casting Time1 Bonus Action Range touch
Range 60 feet Casting Time 1 Action
Duration 1 Round Duration Concentration, up to 1 hour
Components V, S Components V, S, M (a diffraction grating)
Target A point within range Target Any creature or object
You create a 30 foot radius sphere where all motion is By touching a creature or object no larger than 30 feet
stopped, liquids will freeze and the fire will be in any dimension you can use your knowledge of the
extinguished. Creatures must make a Constitution arcane to alter the path that light takes around them
saving throw. A target takes 7d6 Cold Damage on a fail allowing you to control the appearance of their shadow
and becomes paralyzed as they are frozen solid until the (or shadows). Alterations can be in size, shape, or
end of your next turn. On a success their movement appearance. The size of the altered shadow may not
speed is halved and take half as much damage. Terrain exceed twice the size of the original object’s shadow in a
within the sphere becomes difficult terrain until the end given dimension.
of your next turn. Spell List Wizard, Sorcerer
Spell List Wizard, Sorcerer, Warlock
Alter Projectile Velocity
Alter Biome
2nd level Transmutation
9th level Transmutation (ritual) Casting Time 1 Reaction
Range Touch Range 30 feet
Casting Time 1 hour Duration Instantaneous
Duration Until Dispelled Components V, S
Components V, S, M (A small amount of soil or plantlife Target An object within range
from the new biome)
Target A point on the ground You alter the velocity of an object you can see in any
direction you wish, knocking it’s course slightly. For
You place your hand on the ground below you and focus example, a projectile can have its speed increased
on the surrounding environment, a new environment perpendicular to the travel direction. If the projectile is
grows from your hand in a circle up to 1 mile away an attack this will give the attack disadvantage. The
replacing the one before. The new environment is speed could also be increased or decreased parallel to
protected by a permanent magic imbued into the land. its direction of travel, this can either half the damage (if
This includes the environmental temperature, decreasing velocity) or add another damage die (if
plantlife, topography, and weather (but not creatures). increasing velocity).
The environments you may change to are Arctic, Spell List Wizard
Deserts, Forests, Hills & Mountains, Plains, and Alter Weight
Swamps & Marshes. This change will be permanent
until it is replaced or the magical protections around it 1st level Transmutation
are dispelled.
Spell List Wizard, Sorcerer, Druid Casting Time 1 Action
Range 30 feet
Duration concentration, up to 1 hour
Components V, S, M (a scale of any size)
Target An object within range
You touch a willing creature and for the next hour they
are resistant to cold and fire damage. The spell ends if
you dismis it as an action.
Spell Lists: Wizard, Sorcerer, Warlock, Cleric
You create three glowing darts of magical force which You touch an object and feel its quiet release of the
orbit you closely. When a creature comes within 10 feet magic inherent in all objects and creatures. You must
of you, you may choose to have one of the darts strike make an investigation check with a DC chosen by your
the creature, no action or roll required. These darts deal GM, on a success you find the age with an uncertainty of
1d4+1 damage to their target. 10% of the actual age.
At Higher Levels When you cast this spell with a 3rd Spell List Wizard, Sorcerer, Druid
level spell slot or higher, the spell creates one more dart Chemical Transition
for each slot above 2nd.
Spell List Wizard, Sorcerer 3rd level Transmutation (ritual)
Burst Radiation Range Touch
6th level Evocation Casting Time 1 hour
Duration Instantaneous
Range 150-foot Components V, S, M (A small vial of water)
Casting Time 1 Action Target A potion
Duration Concentration, up to 1 minute
Components V,S,M (A small platinum star) You may wrap your hands around a bottle or potion and
transform it to another of less than or equal rarity. You
A ball of brilliant shining light appears in a location you must make a spellcasting ability check where the DC is
can see. The sphere occupies a 5ft x 5ft space and lasts determined by rarity (given in the table below) of the
up to a minute illuminating the area within 30feet of it new potion, on a fail the potion is ruined and becomes
in a bright light. Creatures within a 30ft radius of the unusable with a disgusting flavour.
sphere when it appears must make a Constitution
saving throw. On a failed save the creature takes 4d6 Potion Rarity DC
Radiant damage and 2d8 Fire damage, and half as Common 5
much on a successful save. Any creature that passes Uncommon 10
through the space occupied by the ball will take 7d6 Rare 15
Fire Damage. Very Rare 20
Legendary or rarer 25
At Higher Levels: When you cast this spell at 7th level At Higher Levels When casting using a spell slot of 4th
or higher you may increase the Radiant damage by 1d6 level or higher you may reduce the DC by 3 for every
and the Fire damage by 1d8 for each spell slot above spell slot above 3rd. If the DC is 0 or less the spell
6th. Similairly, the damage done by occupying the space automatically succeeds.
of the ball increases by 1d6 for each spell slot above 6th. Spell List Wizard, Sorcerer, Druid
Spell Lists: Wizard, Paladin, Sorcerer, Cleric.
You conjure a small triangular prism in an unoccupied You use your knowledge of magic and its links to light to
space you can see, the prism can hang in the air make an area of 30-feet in diameter appear as it did at
unaffected by gravity and wind. The prism appears to be an exact time. This time must be stated before the spell
made of glass and has 10HP and an AC of 12. If you takes effect and cannot be changed unless the spell is
cast a spell which deals damage and has a single target re-cast. The illusion will be a completely still image and
through this prism it will instead be cast in a 15 foot can be dismissed in an action.
cone dealing the same amount of damage. If the original Spell List Wizard, Sorcerer, Warlock, Bard
spell has a saving throw for targets it will be equivalent Crystalise
for all targets while spells which have a spell attack roll
attached will instead have a Dexterity saving throw. 1st level Transmutation
This spell is a lot funnier if you let non-damage spells Range Touch
through but as I was told by several folks a cone effect Casting Time 1 Action
Duration Instantaneous
polymorph might be uNbAlAnCeD. Even with damage spells
You may touch the body of any creature with an You attempt to imbue a potion with a higher density of
intelligence score less than 5 (living or dead) and magic giving it an extra die if the result involves rolling
identify its home biome and the direction to the nearest (e.g. healing potions or poisons) or adding to an effect
instance of it (i.e. a fish skeleton would reveal the time another half of the original time (e.g. a potion of
direction to a nearby body of water in which they live, a giant strength which would originally last 1 hour now
bird to its nest etc.) lasts 1.5 hours). You must make a spellcasting ability
Spell List Wizard, Druid, Ranger checkwhere the DC is determined by rarity (given in the
table below) of the new potion, on a fail the potion is
Electrify ruined and becomes unusable with a disgusting flavour.
1st level Evocation Potion Rarity DC
Range Touch
Common 5
Uncommon 10
Casting Time 1 Action Rare 15
Duration Concentration, up to 10 minutes Very Rare 20
Components V, S Legendary or rarer 25
Target Any conductive material At Higher Levels When casting this spell using a spell
You touch any material which can conduct electricity slot of 6th level or higher you may add an additional die
(e.g. Iron, Steel, Gold, Copper, Water etc.), no larger or half of the original time for every spell slot above 5th.
Spell List Wizard, Sorcerer, Druid, Cleric
than 30 feet in any direction, and electrify it. The first
creature that touches it while the spell is active must Entangle Spell Slots
make a Constitution saving throw or take 3d8 lightning 3rd level Enchantment
damage, or half as much on a successful save, as the
electricity discharges into its body. A creature may Casting Time 1 Action
make an Intelligence (Investigation) check to discern Range 30 feet
the electric charge. Once a creature discharges the Duration Concentration, up to 10 minutes
object, the spell ends. Components V, S, M (a piece of string)
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases Target A creature within range
by 1d8 and the mazimum size increases by 10 feet for Choose a creature you can see within range. The target
every spell slot above 1st. must make a Charisma saving throw. On a failure, their
Spell List Wizard, Sorcerer, Warlock
source of magic becomes entangled with yours. On a
success, nothing happens. While the spell lasts,
whenever you or the target cast a spell with a spell slot,
the other loses a spell slot of equal level or, if it has
none, the highest spell slot it has of lower level. If one of
you casts a spell and the other has no slots of equal or
lower level, it will lose the lowest spell slot of higher
level that it has. The spell ends early if you or your
target run out of spell slots.
Spell List Wizard, Sorcerer, Warlock, Bard
Choose any creature you can see within range. They You point at any mountain you can see within one mile
must make a Wisdom saving throw. If they succeed the of you, causing the peak to erupt into a violent cloud of
spell has no effect. If they fail then once before this spell fire, lava, debris and ash. You choose five points you can
ends, when you or the target make an attack roll, you see within range and any creature within 40ft of one of
may choose to use the result of the target’s last attack these points must make a Dexterity saving throw to
roll or force the target to use the result of your last avoid the crashing pyroclasts and lava, which spreads
attack roll. Either way, you cannot use each other’s around corners. A creature takes 9d8 Fire damage and
modifiers for the attack rolls. 11d6 Bludgeoning damage on a failed save and half as
Spell Lists: Wizard, Sorcerer, Warlock, Druid much on a success. The lava remains in those spaces
for another 10 minutes and any creature which ends its
turn in the lava must take 9d8 fire damage. The lava
also ignites any flammable material it touches.
Spell List Wizard, Sorcerer, Druid
Expectation Values
1st level Divination
Range 30ft
Casting Time 1 Action
Duration Instantaneous
Components V, S, M (a notebook and pen)
Target A creature within range
You choose a target you can see within 30ft and attempt
to learn a characteristic of theirs and hence the
“expected value” of their skills. You may choose a single
skill and the target must make a Charisma saving
throw, on a fail you may learn the modifier associated
with that skill.
Spell List Wizard, Bard, Warlock, Ranger, Sorcerer
Faraday Cage
1st level abjuration
Casting Time 1 Action
Range Touch
Duration Concentration, up to 8 hours
Components V, S, M (a metal cage)
Target A willing creature
A small lens appears in your hand, it focusses what light You cancel the effects of gravity in a 15ft radius, 60ft
is available to a small point within 15ft of you. The high cylinder at a point within 30 feet of you. All
power of this focussed beam depends on the light creatures and objects that aren’t somehow anchored to
available at the time. To start a fire with this point the ground in the area will softly float in place. Affected
requires a spell check. The following table acts as creatures can move only by pushing or pulling against a
guidelines for the GM on both the damage done and fixed object or surface within reach (such as a wall or a
Fire Starting DC which applies to either a survival or ceiling), which allows it to move as if it were climbing.
spell check. You can also push against creatures within range of
melee attacks. If you make a melee attack against a
Light Damage Fire Starting DC creature, you and the target are both pushed 10 feet
Broad Daylight 2d4 12 backwards along the direction of the attack. At the end
Shaded Region (Daylight) 1d4 15 of the spell, creatures in the air fall down unless they
Indoor Lighting (Torches) 0d4 18 have a flying speed or can hover.
Darkness 0d4 21 At Higher Levels: When you cast this spell using a
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you may increase the
spell slot of 2nd level or higher the damage of the spell radius of the cylinder by 10ft for each slot level above
in each scenario increases by 1d4 and the Fire Starting 4th.
Spell List: Wizard, Sorcerer, Warlock
DC reduces by 1.
Spell List: Wizard, Sorcerer, Ranger, Druid, Warlock Galaxy Whirl
Fourier Transform 2nd level Evocation
3rd level Enchantment Casting Time 1 Action
Casting Time 1 Bonus Action Range 60 feet
Range Touch Duration Concentration, up to 1 minute
Duration Until used or short rest Components V, S, M (an object with a spiral carved into
Components V, S
it)
Target A creature within range
Target A willing creature
You touch a willing creature and imbue them with the You summon a whirlpool of blazing hot gas and fire
ability to see the universe not just as it is but in a around a creature you can see within range. The
reciprocal perspective. While the spell lasts, the affected whirpool occupies every space within 5feet of the
creature may choose one die roll it has to make that is creature and moves with the target while illuminating
not an attack roll, ability check or saving throw and that up to 60 feet from the center. The target remains
uses more than one die of the same kind. The creature unharmed in the center. When a creature first enters
can then alter it before rolling, swapping the positions of the whirpool’s area or starts its turn there, it must make
the numbers of the rolling notation such that the a Dexterity saving throw or take 2d12 Fire Damage,
number of dice rolled is determined by the die size of taking half as much on a successful save.
Spell List Wizard, Sorcerer, Warlock
the original roll, and vice versa. For example, instead of
rolling 2d6 for the damage of a greatsword, it may
instead choose to roll 6d2. Once the creature has Author’s Note
altered a roll in this way, the spell ends.
Spell List Wizard This is not a very good representation of the Fourier
Transform (FT) since the FT is a transformation that
translates a function from one space to another, reciprocal,
space. Even this is a very Physics focussed, and very basic,
explanation of the FT. However, it is such a fundamental and
important part of physics it felt impossible not to include.
Duration Instantaneous
Spell List Wizard, Sorcerer, Druid Components V, M (a ladder-like object of any size)
Illusory Geodesic Curve Target A willing creature iwthin range
3rd level Illusion You touch a willing creature. The next spell they cast
Casting Time 1 Action
that isn’t Ladder Operation is considered to be cast one
level higher than the level you cast at. A creature can
Range 30 feet benefit from multiple consecutive castings of Ladder
Duration 1 hour or until dispelled Operation before it casts a spell. If it does, all of them
Components V, S will apply to the same spell, increasing its level once per
Target An object within range casting of Ladder operation. The maximum level that a
spell can be cast at in this way remains the 9th level,
You choose an object within range that isn’t being worn regardless of the level it was initially cast at.
or carried and cause it to emit a distorting illusion out to Spell List Wizard
30 feet around itself. When a creature that can see it Leadskin
enters that area for the first time on its turn or starts its
turn there, it must make an Intelligence saving throw. 2nd level Abjuration
On a failure, it perceives its movement towards and
away from the object to follow a non-existent curvature, Casting Time 1 Action
much like that of a steep hill. When moving towards it, Range Touch
each foot of movement costs an affected creature an Duration 10 minutes
additional foot, and when moving away from it an Components V, S, M (a small piece of lead)
affected creature will move 2 feet for every foot of Target A Willing Creature
movement spent. The illusion moves with the object.
Spell List Wizard You touch a willing creature and grant them resistance
to Radiant damage for the time of the spell as well as
increasing their AC by +1.
Spell List Wizard, Sorcerer
You may touch a metal and change its magnetic You choose a point you can see within range and create
properties such that it will attract other metals within 5 a large illusory circular tent with a 30ft radius which
ft of it. Metals which will be attracted by magnets are glows with a soft gently golden light. Within this tent,
namely iron and steel (and not gold, silver, or copper). creatures regain the maximum amount of hit points
For example, one might make a target’s plate armour when healed, and any ability check or saving throw
magnetic such that their weaponry is attracted to the made to avoid, resist or end a condition, poison, disease
armour. A target who’s weapon is being attracted to a or death is rolled with advantage. Casting this spell on
magnetic object must make a strength saving throw or the same spot every day for a year makes this effect
be disarmed. Similarly if they are wearing metal armour permanent.
or clothing they must make a strength saving throw or Spell List Druid, Cleric
become restrained. To recover an object that has Migration Patterns
attached itself to the magnetic object the creature must
succeed on a strength saving throw. 1st level Divination
Spell List: Wizard, Sorcerer
Range Touch
Manipulate Uncertainty Casting Time 1 Action
Illusion cantrip Duration Instantaneous
Components V, S, M (A rabbit’s foot)
Range Self Target A set of animal tracks
Casting Time 1 Bonus Action
Duration Until the end of your turn You focus on a set of animal tracks you can see. You
Target Self
cast this spell to know how long ago the animal passed,
Components V, S, M (A game die)
what direction it took and how fast it was going, as well
as how far it is at the moment of casting. You also are
For the remainder of your turn you may choose to add aware of the direction it is from you while the spell lasts.
1d4 to any attack roll you make. If the attack roll is Spell List Wizard, Sorcerer, Druid, ranger
successful, you must in turn remove 1d4 from the Moderator
damage it deals. You may choose to use higher die
when you reach 5th level (add 1d6, remove 1d6), 11th 2nd level Abjuration
level (add 1d8, remove 1d8), and 17th level (add 1d10, Casting Time 1 Action
remove 1d10).
Spell List: Wizard Range Touch
Duration Concentration, up to 10 minutes
Components V, S, M (a piece of graphite)
Target A willing creature you can touch
16 Magnetise | Moderator
Modify Food Momentum Transfer
Transmutation Cantrip 2nd level Transmutation
Range 5ft Range Touch
Casting Time 1 Action Casting Time 1 Action
Duration Instantaneous Duration Until the beginning of your next turn
Components V, S, M (food dye) Components V, S
Target A single item of food within range Target A willing Creature
You choose any single item of food you can see within You touch a willing creature and transfer your
range and can alter any of the following properties: movement speed to it, increasing its movement speed
colour, texture, flavour, temperature (to anything by your own remaining movement until the beginning of
between cold, warm, or piping hot), density. There is no your next turn while reducing your remaining
change to the food’s nutritional value and it will not be movement to 0 feet.
able to damage any creatures through these changes. At Higher Levels When you cast this spell with a 3rd
Spell List Wizard, Sorcerer, Druid, Bard, Warlock level spell slot or higher the duration of the spell
increases for 1 turn for every 2 spell slots above 2nd.
Moe’s Sensory Illusion Spell List Wizard, Sorcerer, Druid
1st level Illusion Multiverse exploration
Range 30 feet 9th level Divination
Casting Time 1 Action
Casting Time 1 Bonus Action
Duration Concentration, up to 1 minute
Range Self
Components V, S, M (some rotten food)
Duration Instantaneous
Target A creature within range
Components V, S, M (a kaleidoscope)
Choose a creature you can see within range, you may Target Self
interfere with their sensory organs to have one of the You delve deep into the magic around you and reach out
following effects: Make them feel queasy or sea sick, to some of the possible futures that lie infront of you.
smell a chosen scent from a direction of your choosing, You take 1d4 + 1 turns in a row, during which you can
make them feel a texture, feel cool air, or warm air, see use actions and move as normal and other creatures
the world through a colour filter, or hear a quiet brief can use their reactions as normal too. However, these
noise for the duration of the spell. turns are not consecutive. Instead, each one starts from
Spell List Wizard, Sorcerer, Druid, Cleric
the same conditions as when you cast this spell, as if the
previous turns you took within the duration of this spell
hadn’t happened. Once you have taken all of your turns,
you can choose one to become real, as you divert your
reality towards that one, making all other turns fade into
unreality, letting the observer effect run its course.
Spell List Wizard
You touch a bone and attempt to determine what the You choose a creature within range and cause it to
original creature looked like, the creature’s form will suffer the whole weight of atmospheric pressure on its
appear as a vision in your mind but no information will shoulders. Fall damage is doubled for it and its jumping
be given beyond its appearance. The DC is determined distances are halved. It also has its speed reduced by 5
by the size of the original creature: feet.
Spell List Wizard, Sorcerer
Creature Size DC
Tiny 5 Pauli Exclusion Principle
Small 10
Medium 15 5th level Abjuration
Casting Time 1 Action
Large 20
Osteonum | Plagarise 19
Planetary Rings Quantum Familiar
4th level Transmutation Conjuration Cantrip
Casting Time 1 Action Range 10 feet
Range Self Casting Time 1 hour
Duration 10 minutes Duration Instantaneous
Components V, S, M (A ring) Components V,S,M (A ball of string)
Target Self Target An unoccupied space within range
You create three rings of assorted debris that start You summon a familiar to an unoccupied space within
orbiting around you like those that surround some 10ft, with the same rules as Find Familiar. However,
planets. On each of your turns, you may use a bonus when you lose sight of your familiar you must flip a coin.
action to launch one of these rings towards a creature on a heads (2) nothing will happen, on a tails (1) the
you can see within 30 feet of you, losing it permanently. familiar drops to 0HP.
Make a ranged spell attack. On a hit, the target takes Spells Lists: Wizard
3d6 force damage. The spell ends early once all three Quantum Tunnelling
rings have been used in this way. While at least one ring
orbits around you, any creature that ends its turn within 2nd level conjuration
5 feet of you must make a Strength saving throw or take Casting Time 1 Bonus Action
2d6 force damage, half as much on a successful save, as
it is buffeted by the spinning debris Range 30 feet
At Higher Levels When casting this spell using a spell Duration Instantaneous
slot of 5th or higher you may add an aditional ring Components V, S
around you for every level above 4th. Target An object within range
Spell List Wizard, Sorcerer
You choose an object which isn’t being held or carried
Predict Projectiles in range, no larger than a medium sized creature, with a
2nd level Divination known location (seen or unseen) and conceil it in a dark
cloud. Similarly you also choose a target area within 15
Range Touch feet of the object which will similarly be conceiled in a
Casting Time 1 Action dak cloud. You then make a spell casting ability check
Duration Concentration, up to 1 minute with a DC of 10 + the distance between the object and
Components S,M (A ruler or other distance measuring
the target in feet. On a success the object will be in your
aparatus) chosen location when the dark cloud vanishes, on a fail
Target A willing creature
the object will not have moved.
Spell List Wizard, Sorcerer, Warlock
You touch a willing creature, imbuing them with
preternatural knowledge of physics. For the next
minute, they can predict the path of all projectiles they
can see, giving projectile-based attack rolls against them
disadvantage. This spell does not affect Magic Missile.
Spell List: Wizard, Sorcerer Note from the Artist
The cat on the right is sleeping.
Raman Scattering
4th level Abjuration
Casting Time 1 reaction, which you take when you see a
creature within 60 feet target you with a spell they cast.
Range 60 feet
Duration Instantaneous
Components V, S
Target A spell targeting you
At Higher Levels: When you cast this spell using a spell Reverse Entropy
slot of 2nd level or higher, the highest spell level you
can reflect increases by 1 for every two slot levels above Transmutation Cantrip
1st. Range Self (5-foot radius)
Resonant Shatter Casting Time 1 Action
1st level evocation Duration 1 minute
Range 60ft
You temporarily reverse the effects of entropy around
you. Entropy is a measure of disorder, so similairly
Casting Time 1 Action reversing Entropy means you increase the order of your
Duration Instantaneous chosen space. This means broken objects may be
Components V, S, M (A drinking glass) reformed, mixed substances may be seperated to their
Target An inorganic object previous state, ice may reform from melted puddles,
wilting plants reconstituted, corpse’s wounds
You use your magic to probe an object comprised of superficially healed (while no return of life is permitted).
inorganic materials (such as stone, crystal, or metal) you When the spell ends these changes revert, as all things
can see within range and find its resonant mode and must do, into disordered states.
cause harsh vibrations in the object forcing it to loudly Spell Lists: Wizard, Druid, Sorcerer, Warlock.
shatter. Each creature within a 10-foot-radius sphere Scattered path
centered on the object must make a Constitution saving
throw. A creature takes 2d8 piercing damage on a failed 2nd level Conjuration
save and half as much on a success as the shattered
glass explodes outward. Casting Time 1 Action
At Higher Levels: When casting this spell using a Range 30 feet
spell slot of 2nd level or higher the damage increases by Duration Instantaneous
1d8 for each level above 1st. Components V, S, M (A translucent piece of glass)
Spell List Wizard, Sorcerer, Warlock, Bard
Target A creature within range
You touch a willing creature and grant them the ability You move the magic within yourself faster than the
to more efficiently encode information into the magic sound barrier causing a sudden compression and
used in magical communication allowing them to explosion of air. This compressed air explodes out from
double the number of words used should such a limit you and causes a thunder-like sound. Every creature
exist. The spell can only be used on one message, after within a 20ft radius of you must make a Dexterity saving
a communication spell has been augmented the spell throw taking 3d10 Force Damage, half as much on a
wears off. save. Creatures which fail will be pushed 5ft away from
Spell List Wizard you.
Spell List Wizard, Sorcerer
Solve Olber’s Paradox
Starburst
4th level Illusion
9th level Abjuration
Casting Time 1 Action
Range 120 feet Range 1 mile
Duration Concentration, up to 1 minute Casting Time 1 Action
Components V Duration Instantaneous
Target A point within range Components V, S, M (a small sweet food item)
Target 20 points within range
Olber’s Paradox can be simply put as “Why isn’t the
night sky dark?”. In a more precise way it can be Taking inspiration from the birth of galaxies and the
summarised as “If the universe is infinite, the same lighting up of the night sky you may choose 20 points
everywhere, and looks the same in every direction, why you can see within range. At each point a star-like
is the sky dark? Shouldn’t we eventually see a star in fireball errupts, each creature within a 20-foot-radius
every direction resulting in a bright sky?”. Cosmologists sphere centered on these points must make a Dexterity
have sugested solutions such as a finite universe, finite saving throw or take 9d6 Fire Damage on a failed save,
stellar lifetime, finite speed of light, expansion of the or half as much on a successful one. The fire ignites
universe (meaning distant light has not yet reached us), flamable objects and spreads around corners.
etc. Another, seldom explored, solution is to simply Spell List Wizard
make the sky bright. Study Ecology
Choose a point you can see within range. You create
an illusory sky of pure brightness that is only perceived 1st level Divination (Ritual)
by creatures within 30 feet of that point. An affected
creature must make a Constitution saving throw. On a Range Self
failed save, a creature takes 3d8 radiant damage, and it Casting Time 10 minutes)
is blinded for 1 minute. On a successful save, it takes Duration Instantaneous
half as much damage and isn’t blinded. A blinded Components V, S, M (magnifying glass)
creature can make a Constitution saving throw at the Target The local environment
end of each of its turns, ending the effect on itself on a
success. You reach into the natural magic around you to
Spell List Wizard, Sorcerer, Warlock, Bard determine the basic information about the environment
including some animals likely to exist in the area,
predators, plantlife, and any problems disrupting the
environment.
Spell List Wizard, Sorcerer, Druid, Ranger
of iron. If they fail the save, all creatures within a 60- of the smallest blackhole found as of writing this). Not to
mention a real black hole would likely destroy your fantasy
foot-sphere must make a constitution saving throw. solar system too. For the sake of fun, we will interpret this as
Those within 10ft will take 30d8 Radiation Damage on a “magic approximation” of a black hole.
a fail, those within 30ft will take 20d8 Radiation
Damage on a fail, and those within 60ft will take 10d8
Radiation Damage on a fail. All take half as much on a
successful saving throw.
Spell List Wizard, Sorcerer, Warlock
You conjure a 5ft sphere of water in an unoccupied Whenever you cast a spell that requires a spell attack or
space you can see within range. The sphere then a saving throw on your turn, you can use your reaction
explodes outwards to a distance of 30 feet in all to cast this spell with it to enhance it gradually. The
directions, dowsing any flames it touches. Creatures in spell is held until the beginning of your next turn, its
the area that aren’t behind total cover must make a effects paused as it orbits around you or your arcane
Constitution saving throw or take 3d8 bludgeoning focus, charging up. At the beginning of your next turn, it
damage and 3d8 cold damage on a failed save, half as is released. If the spell requires an attack roll, you make
much on a successful one it with advantage. If the spell requires a save, the target
At Higher Levels: When casting this spell using a or targets make it with disadvantage. If you lose
spell slot of 6th level or higher the damage increases by concentration before the spell is released, it still has
1d8 Bludgeoning and 1d8 Cold damage for each level effect, but you have disadvantage on the attack roll, or
above 5th. the targets have advantage on their saving throw,
Spell List Wizard whichever applies.
Spell List Wizard
30 Wormhole
Spell Creation
Competition
n early 2023 I hosted a spell creation
I
competition based on the the philosophy and
maths associated with the Theory of magic. There
were many many submissions but these were my
personally favourites for their creativity, their
balance, and generally how fun I thought they
would be to use.
The guidelines used for damage and balance come
from the Spell Creation Guidelines as quoted in the
Theory of Magic. In brackets are the names of the
spell’s creators as they appear in the theory of magic
discord. I’ve kept the editing light on my end but mostly
just rewording to make things fit better with the Theory
of Magic as it stands at time of writing.
Stress (non-battle)
Transmutation Cantrip
Range 15 ft
Casting time 1 Action
Duration Instantaneous
Components S, V, M (a copy of “Theory of Magic”)
W
Aquire Funding
friends, and magi to remove these spells for
being too useless for serious consideration. Conjuration Cantrip (ritual)
Imagine the types of spells deemed unfit for Range Self
a spell book such as the ones above. While Casting Time 1 Day
you may choose to laugh at these spells and
not use them in a serious manner I implore Duration Instantaneous
you to recognise what I would consider a collection of Components M (Paper, quill, and ink for writing
my greatest works. application)
Target Your own mental health
Telescope
Conjuiration Cantrip You write an amount of money and a justification for
why you deserve it on a piece of paper and offer it to the
Range Self source of your magic. Make a spellcasting check with
Casting Time 1 Action the DC set by your GM, on a success you gain your final
Duration 1 hour roll multiplied by your desired amount, divided by 30
Components M (One brass telescope set for
rounded to the nearest Gold Piece
Spell List: Wizard, Warlock
approximatley 1000 feet)
Target The Editor Arcane Die
You create an unmoving arcane telescope which Conjuration Cantrip
amplifies light entering the far end and focusses it to an Range Self
eyepiece on the other end. The telescope appears as a
brass telescope of normal proportions atop a wooden Casting Time 1 Action
tripod such that the telescope can be rotated in any Duration Instantaneous
direction. Peering through the telescope allows the user Components M (A Dice Set)
to see significantly further and gives them advantage on Target Self
any perception checks for objects and creatures more
than 1000ft away (provided there are no barriers that You conjure a magic 20-sided die that, instead of rolling
would block their light). The telescope can also be used normally, displays a number determined by your arcane
to peer into the night sky and see what secrets might be magicks. At any point while the spell lasts, you may roll
held there. a d20 and add your spellcasting ability modifier. The
Spell List: Wizard, Sorcerer, Ranger, Druid, Warlock magical die you conjured will then display that number
the next time you roll it before the spell ends. Once you
From editor’s notes: roll the magical die and it displays the number you
rolled, the spell ends.
Spell List: Wizard, Warlock, Bard, Sorcerer
HUH??? I don’t get the point of this spell. Just BUY A
******* TELESCOPE, MAN. That, or make the spell simply
enhance your vision and call it telescopic vision or
something. 0/10
34 Outtakes