Spell Index

The spells in Dragonslayers RPG are organized into nine "schools" of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and Vivomancy. These schools have no rules of their own, but they can serve as a guide to help you choose your spells. Some spells fall under more than one school.

Learning Spells: Every mage knows at least two spells, and can buy the Spell Training (3 SP) feat to learn more. A nonmage can buy the Minor Magic-User (3 SP) feat. You can't learn the same spell more than once. For the general rules governing spells, see Spell BasicsPower SourceBlast AttacksSpell Durations, and Adjudicating Spells.

Prerequisites and Recommendations: Some spells can be learned only by a creature that meets certain prerequisites. If you somehow fail to meet the prerequisites of a spell that you know, you are unable to cast it. Other spells merely have recommendations. Meeting a spell's recommendations ensures that you can make good use of the spell.

Custom Spells: If you have the time, you can work with the GM to invent a new spell. One easy way to do this is to replace a power from one spell with a different power from another spell. For example, to create a more utilitarian version of Produce Flame, you might swap "Scourge" for "Mist" from Summon Storm (customizing the Mist power to represent a plume of smoke, perhaps).

When creating a spell from scratch, you should use the existing spells as models to guide your design. Consider looking at magical abilities in other roleplaying games for inspiration.

Not all spell effects are equivalent. The GM should exercise discretion to ensure that your custom spell isn't greater than the sum of its parts.

It can be fun to reference your spells when describing a nonmagical deed. For instance, when you spend a spirit point to negate an explosion (see Spirit Points (SP)), you might describe yourself forming a protective layer of ice with Create Frost to soften the blow.

With the GM's approval, you can customize the appearance of any spell you know, provided that the new appearance doesn't meaningfully enhance the spell's usefulness.

With the GM's approval, you can learn a unique version of a spell that substitutes one damage type for another. Such an alteration is particularly appropriate if your mage has a narrow elemental theme. For example, if you know Conduct Lightning, you might describe your Death Ray as a bolt of concentrated lightning.

Many monsters have resistance to mundane damage, and many more have immunity to poison damage (see Resistance and Vulnerability). For that reason, focusing exclusively on these damage types can be an inefficient strategy.

Tests made against a spell are always Hard (4+). This target number doesn't change, but as your spirit point maximum increases (see Heroic Levels and Veteran Levels), you can afford to heighten your spells more often.