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FINAL DUNGEONS I

By Ja c ob D risc oll

Magic Points
Design Goals Though not present in the original releases of Final Fantasy, MP
has been very closely associated with the FF style for a long time,
With this doc, you should be able to play a Final Fantasy-style D&D and the most recent re-makes of the original Final Fantasy also
game. The focus is on adding material that is useful and fun for a employ MP. If a group wants MP, it’s easy enough to use the Spell
D&D game that wants to make use of FF tropes. Thus, in-depth Points system on the DMG, pg. 288. To help facilitate this, an MP
rules modifications like using armor as damage absorption or even cost is given with the spells in this document.
brand new classes are a bit beyond the scope of what we intend to
accomplish here.
Spell Shops
The “meat”of this document is taken up by new spells and new Typically, D&D characters learn
magic items inspired by the spells and items in the original Final Spell Level Cost
much of their magic through gaining
Fantasy. The magic items are fairly independent, and the spells can 1 75 gp
levels –wizards are an exception to
2 200 gp
be used to mimic Final Fantasy-style classes using the existing the guideline, able to learn spells 3 300 gp
D&D classes (a wizard who learns the new black magic spells is through other books or scrolls, in 4 2250 gp
thematically very similar to an original FF Black Mage). addition to gaining levels. 5 3250 gp
6 22,500 gp
However, in Final Fantasy, magic is 7 32,500 gp

FF-Style Rules Variants learned exclusively through magic 8 42,500 gp


shops –places that train in white and black magic. To reflect this
dynamic, the DM can enforce the idea that to learn any of the spells
Though few rules changes are necessary to play an FF-style game, contained in this document, the prospective caster (regardless of
it’s worth noting a few easy-to-implement rules that can go a long class) will have to pay to be trained.
way toward achieving an FF feel.
A wizard who is trained simply adds the spell to their spellbook. A
member of another class who is trained replaces one of their current

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known spells with the spell they just learned. A cleric who learned
cure, for instance, would replace one of the 1st-level spells on the
cleric list with that spell, for them.

Scaling Shops
The presumption is that in D&D, a character can fairly easily
acquire most of the goods they need to perform at the top of their
class from a very early level –a character isn’t usually prohibited
from acquiring a high-damage weapon or a high-AC armor after
their first few adventures.

However, in Final Fantasy, the nature of rarer, more distant shops


carrying more powerful items is established early.

With this variant in place, a town has a GP Limit –items that cost
in excess of this amount cannot be bought in that town. The limit is
different for different classes of objects. In Final Fantasy, everything
tends to increase at once with a new town, but you could have a
game where only some things increased in given towns –a town
known for great weaponsmiths might have a higher weapon GP
limit, but not a higher spell GP limit or armor GP limit, for
instance.

Weapon Armor Spell Gear Proficiency Note that in the original Final Fantasy, after the town of Crescent
Example Lake, there’s little in the way of new weapons or armor to buy (and
Limit Limit Limit Limit Bonus
5 30 75 5 +2 Cornelia the supply starts running low before then) –most equipment after
10 50 200 10 +3 Provoka that point is found in dungeons, though spells are still taught in
25 75 300 25 +3 Elfheim town. The GP limits above were chosen to reflect that element of
50 200 2250 50 +4 Elfheim pacing –that you can more easily grab the best weapons and armor
75 500 3250 100 +4 Melmond for sale than you can grab the best spells for sale. The Proficiency
Crescent
100 1,000 22,500 500 +4 Bonus in the table is included as a guideline to reflect the
Lake
100+ 1,000+ 32,500 1,000 +5 Onrac approximate level that the party might be discovering these towns.
100+ 1,000+ 42,500 1,000+ +5 Gaia

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schools) at different times. For masters, knights, and ninjas, the
prerequisite only mentions a “base class,”which can be any class the

Class Upgrade Feats DM decides to be worthy. Monks for masters, fighters for knights,
and rogues for ninjas is obvious, but a DM might also allow
In standard D&D, you are your class for your entire career. You barbarians for masters, paladins for knights, and monks for ninjas,
may multiclass, if the option is on, but otherwise a wizard remains a or whatever other classes make sense to them.
wizard for 20 levels.
BLACK WIZARD
One of the innovations of the original Final Fantasy, however, was Prerequisite: ability to cast level 5 black magic
the ability to upgrade your class at a certain point in the game. For You have mastered the forgotten secrets of black magic. You gain a
most classes, this was a simple increase in power: monks became +2 bonus to your Intelligence score, and can now learn and cast
better monks, white mages become better white mages, etc. In two Black Wizard spells.
situations, this was also a brand new ability: ninjas learned black
WHITE WIZARD
magic, and knights learned white magic. Prerequisite: ability to cast level 5 white magic
You have received divine revelation of the higher tiers of white
One way to easily integrate this class change phenomenon in D&D
magic. You gain a +2 bonus to your Wisdom score, and can now
is to allow feats that upgrade a class. With this option on, certain learn and cast White Wizard spells.
spells in this supplement are behind a “feat gate,”and can only be
accessed by a character with the relevant class upgrade feat (which RED WIZARD
the DM may only allow after a special quest of some sort is Prerequisite: ability to cast level 5 red magic
accomplished). You have received divine revelation of the higher tiers of white
magic. You gain a +2 bonus to your Charisma score, and can now
The feats for the monk, black mage, white mage, and red mage all learn and cast Red Wizard spells.
include an ability score bonus on the notion that the feat actually
MARTIAL ARTS M ASTER
adds nothing more powerful to the base class. Though a DM may
Prerequisite: level 9 base class
key various elements (like magic items and spells) to having the You have unlocked enlightenment as a monk. You gain a +2 bonus
feat, the feat itself does essentially nothing. to your Constitution score.
The feats for ninjas and knights work a bit differently –since they
actually add rather significant features to each of their base classes, KNIGHT
they don’t have an ability score bonus attached to them. Prerequisite: level 9 base class
You gain the divine blessings of a crusader. You gain a +1 bonus to
The feats for mages reference a minimum spell level that they need your Strength score, and you are able to learn 1st-level white
access to, allowing for casters who advance at different rates to gain magic, using your Wisdom score as your spellcasting ability. You
access to those feats (and the higher echelons of those magical can know a number of white magic spells equal to your Wisdom

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bonus (minimum 1), and can cast white magic a number of times per A slowed creature cannot attack more than once per round. If they
day equal to your Wisdom bonus (minimum one). As you advance in attack on their turn, they cannot make opportunity attacks as a
level, you can learn more complex white magic: at level 11, you can reaction, and vice-versa.
learn 2nd-level white magic, and at level 13, you can learn 3rd-level
white magic. STOPPED
A stopped creature is paralyzed.
NINJA
Prerequisite: level 9 base class PETRIFIED
You gain the hidden knowledge of the ninjas. You are able to learn A petrified creature has turned to stone. They are unconscious and
1st-level black magic, using your Intelligence score as your incapacitate, and they are unable to sense the outside world.
spellcasting ability. You can know a number of black magic spells
equal to your Intelligence bonus (minimum 1), and can cast black
magic a number of times per day equal to your Intelligence bonus
(minimum one). As you advance in level, you can learn more
complex black magic: at level 11, you can learn 2nd-level black
New Spell Overview
magic, at level 13, you can learn 3rd-level black magic, and at level
15, you can learn 4th-level black magic. When adding the new spells below to your game, the primary
decision you will be making is which classes can access them. This
New Conditions document is deliberately open-ended on the question, since it can be
subject to some judgement calls. Ultimately, because you add each
It can be useful to think of many of the special effects of these spells spell as a DM, you can choose whether or not a particular class
as a series of new conditions. counts as a mage of any given color (or even multiple colors). The
ENVENOMED above variants considering Spell Shops and Shop Scaling may also
An envenomed creature is poisoned, and takes 1d4 points of damage be useful –you can introduce a magic shop that teaches particular
at the start of each of their turns. spells at your discretion, and it doesn’t need to be a campaign-wide,
blanket decision.
KILLED
A killed creature is instantly reduced to 0 hp, and then the condition
ends. A character immune to being killed can be reduced to 0 hp
Black Magic
through other means, such as by taking damage, but not as the Black magic is the magic of death and destruction. The wizard is a
result of a spell or effect that outright “kills”them. sensible choice for a class that can access black magic, though the
combat-oriented nature of the spells also makes them a comfortable
SEALED fit for sorcerers. Warlocks might also make good black mages –
A creature that is sealed cannot cast spells. certainly dark magic of destruction is not outside of their
wheelhouse.
SLOWED

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Black magic is typically associated with Intelligence, so if you sorcerer or a wizard to swap out one cantrip for warhammer
choose a class other than wizard, you may want to swap the proficiency, if they go this route. Bards fit a little more comfortably
spellcasting ability score of that class to Intelligence. as full casters who don’t necessarily embrace melee combat, but the
typical image of a bard is not an unarmored hammer-wielding
Red Magic healer (not that it couldn’t be).

Red magic blends white and black, and combines it with some Red magic is typically associated with Wisdom, so if you choose a
martial training, giving red mages a broad scope of abilities. The class with a different spellcasting ability score, you might want to
bard is a good fit for most red mages, though their spellcasting is consider swapping the spellcasting ability score of that class to
better than what red mages typically get. Warlocks have a more Wisdom.
similar spell progression, and those who take the pact of the blade
can certainly embody the mechanical space of a red mage, but the
narrative of a warlock is distinctly different, so you may have to do
some significant re-fluffing (or just have your red mages swear
Black Magic Spell List
pacts to unlock their magic). Clerics may not seem like a strong fit
at first, but they shouldn’t be overlooked –most clerics have the Spells marked with a –are higher-level versions of a spell originally
wide armor and weapon selection that red mages enjoy, and the learned at a lower level. Such spells may only be available if you
spellcasting punch to back it up, even if one doesn’t typically train for and prepare the higher-level version separately from the
imagine a cleric calling down ice and fire with a rapier in-hand. lower-level version. Similarly, you don’t need to learn the lower-
level version to gain the higher-level version.
Red magic is typically associated with Charisma, so if you choose a
class with a different spellcasting ability score, you might want to Spells marked with a * are spells exclusive to black wizards. If using
consider swapping the spellcasting ability score of that class to the above rules for class change, they are only available to those
Charisma. with the black wizard feat.

White Magic Level 1


White magic is the magic of healing and enhancing –and, in the Fire: Deal fire damage to an enemy.
original Final Fantasy, no small amount of illusion magic as well. A Focus: Lowers an enemy's AC.
cleric may seem like an obvious choice for a white mage, but the Repose: Put a group of enemies to sleep.
classic FF white mages typically don’t have the armor and Thunder: Deal lightning damage to an enemy.
versatility of a typical cleric. Sorcerers and wizards fit that
equipment load out more comfortably, though they lack proficiency
with hammers out of the gate. A DM may consider allowing a

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-Stun: Incapacitates an enemy with great reliability.
Level 2
Blizzard: Deal cold damage to an enemy.
Lethargy: Reduces the actions of a group of enemies.
Level 7
Shade: Blinds a group of enemies *Break: Turns an enemy to stone
Temper: An ally deals extra damage with weapons. -Umbra: Blinds one enemy reliably.
-Blizzaga: Deal great cold damage to a group of enemies.

Level 3 -*Saber: You deal extra damage with weapons

Hold: Incapacitates an enemy


-Fira: Deal fire damage to a group of enemies.
Level 8
-Focara: Lowers the AC of a group of enemies. *Flare: Deals non-elemental damage to a wide area
-Thundara: Deal lightning damage to a group of enemies. *Warp: Banishes enemies in an area to the X-Zone.
-*Stop: Time stops for a group of enemies
-*Kill: Slays one enemy, reliably.
Level 4
Confuse: Makes an enemy attack their allies.
Fast: Grants extra attacks. White Magic Spell List
-Blizzara: Deal cold damage to a group of enemies.
-Sleepra: Put one enemy to sleep Spells marked with a –are higher-level versions of a spell originally
learned at a lower level. Such spells may only be available if you
Level 5 train for and prepare the higher-level version separately from the
lower-level version. Similarly, you don’t need to learn the lower-
Scourge: Kills a group of weak enemies level version to gain the higher-level version.
*Aport: Moves the party to the last entrance.
-Firaga: Deal great fire damage to a group of enemies. Spells marked with a * are spells exclusive to white wizards. If
-Slowra: Reduce an enemy’s actions using the above rules for class change, they are only available to
those with the white wizard feat.
Level 6
*Quake: The earth opens and swallows enemies in an area Level 1
*Death: One enemy has their life stolen from them. Cure: Heal hit points.
-Thundaga: Deal great lightning damage to a group of Protect: Reduce damage from weapon attacks
enemies. Dia: Disrupt undead creatures in the area.

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Image: Increase your own evasion -Protera: Reduces damage from weapon attacks for each
party member.
Level 2 -Stona: Removes petrification from the target.

Nulshock: Bestows resistance to lightning


Blindna: Removes blindness from a target Level 7
Seal: Makes spellcasting in the area impossible -*Curaja: Heals hit points fully
-Invis: Increases the evasion of an ally. -*Diaja: Obliterates undead in the area
-Healaga: Heal a lot of hp for each party member
-NulDeath: Target cannot be killed
Level 3
Heal: Recovers hp for every party member.
-Cura: Heals significant hit points
Level 8
-Diara: Significantly disrupt undead in the area *Dispel: Removes positive statuses from the target
-NulBlaze: Bestows resistance to fire *Holy: Deals radiant damage to all enemies
-*Full-Life: Revives a dead character with full hp.
-*NulAll: Grants resistance to lightning, fire, can cold, and
Level 4 immunity to being killed.
Fear: Causes enemies to flee combat
-NulFrost: Bestows resistance to cold
-Poisona: Removes poison from the target.
-Vox: The target is no longer sealed. Red Magic Spell List
Level 5 Spells marked with a –are higher-level versions of a spell originally
learned at a lower level. Such spells may only be available if you
Life: Revives a dead character with 1 hp. train for and prepare the higher-level version separately from the
-Curaga: Heals lots of hit points. lower-level version. Similarly, you don’t need to learn the lower-
-Diaga: Disrupts undead in the area a lot. level version to gain the higher-level version.
-Healara: Recovers significant hp for each party member
Spells marked with a * are spells exclusive to red wizards. If using
Level 6 the above rules for class change, they are only available to those
with the red wizard feat.
*Exit: Returns you to the entrance of a dungeon
-Invisira: Increases the evasion of the entire party Note that red mages can’t always learn the higher-level version of a
lower-level spell, and that they get access to some higher-level

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versions of lower-level spells For instance, only a red wizard can
learn image, but any red mage can learn invis. Any red mage may
learn cure, but curaja is not considered part of red magic. Red magic
caps at level 7.
Level 4
Confuse: Makes an enemy attack their allies.
Fast: Grants extra attacks.
Level 1 -Blizzara: Deal cold damage to a group of enemies.
Cure: Heal hit points. -NulFrost: Bestows resistance to cold
Fire: Deal fire damage to an enemy. -Poisona: Removes poison from the target.
Focus: Lowers an enemy's AC. -Sleepra: Put one enemy to sleep
Protect: Reduce damage from weapon attacks. -*Vox: The target is no longer sealed.
Repose: Put a group of enemies to sleep.
Thunder: Deal lightning damage to an enemy.
*Image: Increase your own evasion
Level 5
*Aport: Moves the party to the last entrance.
*Life: Revives a dead character with 1 hp.
Level 2 *Scourge: Kills a group of weak enemies
Blindna: Removes blindness from a target -Curaga: Heals lots of hit points.
Blizzard: Deal cold damage to an enemy. -Firaga: Deal great fire damage to a group of enemies.
Lethargy: Reduces the actions of a group of enemies. -Slowra: Reduce an enemy’s actions
Nulshock: Bestows resistance to lightning
Seal: Makes spellcasting in the area impossible
Shade: Blinds a group of enemies
Level 6
Temper: An ally deals extra damage with weapons. *Exit: Returns you to the entrance of a dungeon
-Invis: Increases the evasion of an ally. -*Invisira: Increases the evasion of the entire party
-*Protera: Reduces damage from weapon attacks for each
party member.
Level 3 -*Thundaga: Deal great lightning damage to a group of
Hold: Incapacitates an enemy enemies.
-Cura: Heals significant hit points
-Fira: Deal fire damage to a group of enemies.
-Focara: Lowers the AC of a group of enemies.
Level 7
-NulBlaze: Bestows resistance to fire -*Blizzaga: Deal great cold damage to a group of enemies.
-*NulDeath: Target cannot be killed
-Thundara: Deal lightning damage to a group of enemies.

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Monks?
Of the six original FF jobs, monks probably need the least work to
make work –the D&D monk (especially the open hand monk)
works pretty great as-is: they fight without fear and can deal
tremendous damage with multiple unarmed strikes.

The D&D monk and the FF monk are not completely equivalent,
though –in D&D, the monk is more moble, agile, and quick, while
the FF monk is more focused around powerful attacks and high hit
point totals. You can approximate a more FF-style feel by
gravitating toward Strength and Constitution as your primary
ability scores, rather than Wisdom and Dexterity.

The class change feat for monks, presented above as “Master of


Martial Arts Master,”enhances Constitution

Spells
APORT
5th-level black magic conjuration (7 MP)
Casting Time: 1 action
Range: 90 ft.
Duration: Instantaneous
Target: Up to six creatures
targets, so all targets must have used the same entrance to where
You teleport the designated creatures to the last entrance that they they currently are.
went through. “Entrance”can have a pretty broad definition, but in
general the spell can be used to return to the front door to a house, BLINDNA
the place where the creatures entered a cave, or the last staircase 2nd-level white magic abjuration (3 MP)
the creatures descended. The destination must be the same for all Casting Time: 1 action

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Range: 90 ft. BREAK
Duration: Instantaneous 7th-level black magic necromancy (10 MP)
Target: 1 creature Casting Time: 1 action
Range: 90 ft.
After this spell is cast, the target creature is no longer blind. Duration: Permanent
At Higher Levels: As a 4th-level spell (6 MP) you can cast vox, Target: 1 creature
which restores spellcasting ability to a sealed target. Saving Throw: Constitution negates
Also as a 4th-level spell (6 MP) you can cast poisona, which
removes the poisoned condition from the target. If the target fails their saving throw, they are petrified, forever (or
As a 6th-level spell (9 MP) you can cast stona, which removes until the magic is somehow undone).
the petrified condition from the target.
CONFUSE
BLIZZAGA 4th-level black magic enchantment (6 MP)
See blizzard. This is the 7th-level version of the spell. Casting Time: 1 action
Range: 90 ft.
BLIZZARA Duration: 1 hour
See blizzard. This is the 4th-level version of the spell. Area: 30-ft. cube
Saving Throw: Wisdom negates
BLIZZARD
2nd-level black magic evocation (3 MP) You sow chaos in the area, causing a burst of localized madness.
Casting Time: 1 action Every creature within the area must make a saving throw. Those
Range: 90 ft. who fail must, on their subsequent turns, use the Attack action
Duration: Instantaneous against an ally of theirs. A target that succumbs can repeat the save
Area: A 5-ft cube at the end of any subsequent turn
Saving Throw: Constitution halves
CURA
You create localized blast of ice and cold in the area within range. See cure. This is the 3rd-level version of the spell.
One creature of your choice in the area takes 3d10 cold damage,
plus cold damage equal to your spellcasting ability modifier. The CURAGA
target is allowed a Constitution save to halve the damage. See cure. This is the 5th-level version of the spell.
At Higher Levels: As a 4th-level spell (6 MP), you can cast
blizzara, which deals 7d6 cold damage in a 30-ft cube in range, CURAJA
affecting each creature in the area. See cure. This is the 7th-level version of the spell.
As a 7th-level spell (10 MP), you can cast blizzaga, which deals
12d6 cold damage in a 30-ft cube in range, , affecting each creature CURE
in the area. 1st-level white magic evocation (2 MP)
Casting Time: 1 action

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Range: 90 ft. At Higher Levels: As a 3rd-level spell (5 MP), you can cast
Duration: Instantaneous cura, which heals 5d10 hp plus your spellcasting ability modifier.
Target: 1 creature As a 5th-level spell (7 MP) you can cast curaga, which heals
8d10 hp, plus your spellcasting ability modifier.
You create a pulse of life energy that surges through the target. As a 7th-level spell (10 MP) you can cast curaja, which
This heals 2d10 hp, plus additional hit points equal to your completely heals the hit points of the target.
spellcasting ability modifier.

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DEATH DISPEL
6th-level black magic hnecromancy (9 MP) 8th-level abjuration (11 MP)
Casting Time: 1 action Casting Time: 1 action
Range: 90 ft. Range: 90 ft.
Duration: Instantaneous Duration: Instantaneous
Target: 1 creature Target: 1 creature
Saving Throw: Constitution negates Saving Throw: Wisdom negates

You snuff out a creature's life. On a failed save, the target creature is You break enchantments on the target –any active spells that
killed. This spell has no effect on undead. improve their abilities in any way are ended if they fail the saving
At Higher Levels: As an 8th-level spell (11 MP), you can cast throw.
kill, which imposes disadvantage on the saving throw.
EXIT
DIAGA 6th-level white magic conjuration (9 MP)
See dia. This is the 3rd-level version of the spell. Casting Time: 1 action
Range: 90 ft.
DIARA Duration: Instantaneous
See dia. This is the 5th-level version of the spell. Targets: Up to six creatures

DIA You teleport the designated creatures to the last open space that
1st-level white magic abjuration (2 MP) they occupied. “Open space”signifies any area under open sky, and
Casting Time: 1 action can have a pretty broad definition. As a general guideline, the spell
Range: 90 ft. can be used to leave a dungeon or a room or even a jail cell or a
Duration: Instantaneous collapsed mine. The destination must be the same for all targets, so
Area: 30-ft cube within range all targets must have approximately the same location under open
Saving Throw: Constitution halves sky that they last occupied.

You start to lay undead in the area to rest, dissolving the magic that FAST
holds them together. This deals 2d6 damage to each undead 4th-level black magic transmutation (6 MP)
creature in the area, plus additional damage equal to your Casting Time: 1 action
spellcasting ability modifier. Range: 90 ft.
At Higher Levels: As a 3rd-level spell (5 MP), you can cast Duration: 1 minute
diara, which deals 6d6 damage to undead creatures in the area. Target: One creature
As a 5th-level spell (7 MP), you can cast diaga, which deals 8d6
damage to undead creatures in the area. You increase the speed of an ally's attacks. The target ally can make
an additional attack each round as a free action on their turn.

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FEAR FLARE
4th-level white magic enchantment (6 MP) 8th-level black magic evocation (11 MP)
Casting Time: 1 action Casting Time: 1 action
Range: 90 ft. Range: 90 ft.
Duration: Instantaneous Duration: Instantaneous
Area: A 30-ft cube Area: A 60-ft cube
Saving Throw: Wisdom negates Saving Throw: Dexterity halves

You fill the minds of your enemies in the area with dread and fear at You fill the area with raw arcane power that bursts in a shockwave
having come to face you. Creatures in the area that fail their save of plasma and force. This deals 11d8 damage, plus damage equal to
are frightened of you, and must use their turn to try and flee combat your spellcasting ability modifier, to every creature in the area.
as quickly as possible. Creatures are allowed a saving throw to halve the damage.

FIRA FOCARA
See fire. This is the 3rd-level version of the spell. See focus. This is the 3rd-level version of the spell.

FIRAGA FOCUS
See fire. This is the 5th-level version of the spell. 1st-level black magic transmutation (2 MP)
Casting Time: 1 action
FIRE Range: 90 ft.
1st-level black magic evocation (2 MP) Duration: 1 hour
Casting Time: 1 action Target: One creature
Range: 90 ft. Saving Throw: Wisdom negates
Duration: Instantaneous
Area: A 5-ft cube You center your party's attacks on one enemy. The enemy must
Saving Throw: Dexterity halves make the save or have their AC reduced by 4. A target that
succumbs is allowed to repeat the save at the end of each turn they
You create a brief, intense, roaring sheet of flames in the area. One take affected by the spell.
creature in the area that you choose takes 2d10 fire damage, plus At Higher Levels: As a 3rd-level spell (5 MP) you can cast
fire damage equal to your spellcasting ability modifier. They are focara, which affects all creatures in a 30-ft cube within range.
allowed a Dexterity save to halve the damage.
At Higher Levels: As a 3rd-level spell (5 MP), you can cast FULL-LIFE
fira, which deals 6d6 fire damage in a 30-ft cube, affecting each See life. This is the 8th-level version of the spell.
creature in the area.
As a 5th-level spell (7 MP), you can cast firaga, which deals 8d6 HEAL
damage in a 30-ft cube, affecting each creature in the area. 2nd-level white magic evocation (2 MP)
Casting Time: 1 action

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Range: 90 ft. At Higher Levels: As a 6th-level spell (9 MP) you can cast stun,
Duration: Instantaneous which imposes disadvantage on the saving throws against this spell.
Area: A 30-ft cube As an 8th-level spell (11 MP) you can cast stop, which affects all
creatures in a 30-ft cube within range.
Holy light bathes the area. You can select any number of creatures
in the area to heal 6d6 hit points, plus hit points equal to your HOLY
spellcasting ability modifier. 8th-level white magic evocation (11 MP)
At Higher Levels: As a 5th-level spell (7 MP), you can cast Casting Time: 1 action
healara, which heals 8d6 hit points to each chosen creature. Range: 90 ft.
As a 7th-level spell (10 MP), you can cast healaga, which heals Duration: Instantaneous
12d6 hit points to each chosen creature. Area: 30-ft cube
Saving Throw: Wisdom halves
HEALAGA
See heal. This is the 7th-level version of the spell. The area is shot through with powerful, searing beams of holy light.
Creatures in the area are dealt 13d6 points of radiant damage each,
HEALARA plus radiant damage equal to your spellcasting ability modifier.
See heal. This is the 5th-level version of the spell.
IM AGE
HOLD 1st-level white magic illusion (2 MP)
3rd-level black magic transmutation (5 MP) Casting Time: 1 action
Casting Time: 1 action Duration: 1 minute
Range: 90 ft. Target: Caster
Duration: 1 hour
Target: One creature You create images of yourself that flash in and out, making it
Saving Throw: Wisdom negates difficult to target you. Enemies have disadvantage on attack rolls
against you for the duration. Whenever you end a turn with this
You restrict the enemy with magical bonds. If the target fails their spell active, roll 1d20 –on a 9 or less, the spell ends.
save, they are incapacitated. An enemy that succumbs to the spell is At Higher Levels: As a 2nd-level spell (3 MP), you can cast
allowed to repeat the save at the end of each turn they take affected invis to target any other creature within 90 ft. of you.
by it. As a 6th-level spell (9 MP), you can cast invisira to target as
many creatures as you desire in a 30-ft. cube within a 90-ft range.

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INVIS
See image. This is the 2nd-level version of the spell.

INVISIRA
See image. This is the 6th-level version of the spell.

KILL
See death. This is the 8th-level version of the spell.

LETHARGY
2nd-level black magic transmutation (3 MP)
Casting Time: 1 action
Range: 90 ft.
Duration: 1 hour
Area: 30-ft. cube
Saving Throw: Wisdom negates

You slow down creatures in the area. Every creature


within the area must make a saving throw. On a failure,
the creature is slowed. A target that succumbs to the spell
can repeat the save at the end of any turn that they take
affected by it.
At Higher Levels: As a 5th-level spell (7 MP), you
can cast slowra, which targets a single creature in range,
and forces them to make all saving throws against this
spell with disadvantage.

LIFE
5th-level evocation (7 MP)
Casting Time: 1 action
Range: 90 ft.
Duration: Instantaneous
Target: One dead creature

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You restore life to a creature that has not been dead for more than
one day. The dead creature returns to life with 1 hit point. POISONA
At Higher Levels: As an 8th-level spell (11 MP) you can cast See blindna. This is a 4th-level version of the spell.
full life, which restores life to a creature and also restores all of their
hit points. QUAKE
6th-level black magic transmutation (9 MP)
NULALL Casting Time: 1 action
See nulshock. This is the 8th-level version of the spell. Range: 90 ft.
Duration: Instantaneous
NULDEATH Area: 30-ft. cube
See nulshock. This is the 7th-level version of the spell. Saving Throw: Dexterity negates

NULBLAZE You open up fissures in the earth. Any creature in the area that fails
See nulshock. This is the 3rd-level version of the spell. their saving throw falls into the earth and is killed. A successful
save allows the creature to avoid falling into the fissures. The spell
NULFROST cannot affect creatures with a fly speed or a burrow speed, and is
See nulshock. This is the 4th-level version of the spell. ineffective underwater.

NULSHOCK REPOSE
2nd-level abjuration (3MP) 1st-level black magic enchantment (2 MP)
Casting Time: 1 action Casting Time: 1 action
Range: 90 ft. Range: 90 ft.
Duration: 1 minute Duration: 1 hour
Target: 1 creature Area: 30-ft. cube
Saving Throw: Wisdom negates
You bestow an energy shield on the target. The target gains
resistance to lightning damage. You cover the battlefield with somnolent magic. Every creature
At Higher Levels: As a 3rd-level spell (5 MP), you can instead within the area must make a saving throw or drop unconscious. A
cast nulblaze to grant the target resistance to fire damage. target that succumbs can repeat the save whenever they would take
As a 4th-level spell (6 MP), you can instead cast nulfrost to a turn (requiring no action), they can be awoken if someone takes an
grant the target resistance to cold damage. action to awaken them, and they awaken if they take any damage.
As a 7th-level spell (10 MP), you can instead cast nuldeath to At Higher Levels: As a 4th-level spell (6 MP), you can cast
grant the target immunity from any effect that would kill them. sleepra, which affects a single target and imposes disadvantage on
As an 8th-level spell (11 MP), you can instead cast nulall to the saving throws against this spell.
grant the target resistance to lightning, fire, and cold damage, and
to grant the target immunity from any effect that would kill them. SABER
See temper. This is the 7th-level version of the spell.

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SCOURGE At Higher Levels: As a 7th-level spell (10 MP), you can cast
5th-level black magic necromancy (7 MP) umbra, which affects one target. The target has disadvantage on all
Casting Time: 1 action of their saves against this spell
Range: 90 ft.
Duration: Instantaneous SLEEPRA
Area: 30-ft. cube See repose. This is the 4th-level version of the spell.
Saving Throw: Constitution negates
SLOW RA
You create an area of plague and death. Any creature that fails its See lethargy. This is the 5th-level version of the spell.
saving throw, and has less than 30 HP, is killed.
STONA
SEAL See blindna. This is the 6th-level version of the spell.
2nd-level abjuration (3 MP)
Casting Time: 1 action STUN
Range: 90 ft. See hold. This is the 6th-level version of the spell.
Duration: 1 minute
Area: A 30-ft cube STOP
Saving Throw: Wisdom negates See stop. This is the 8th-level version of the spell.

The area is filled with magic-suppressing energy. Any creature in TEM PER
the area when the spell is cast must make a Wisdom save or be 2nd-level black magic transmutation (3 MP)
sealed until the spell ends. An afflicted creature can roll a new Casting Time: 1 action
saving throw at the end of each of their turns –a success ends the Range: 90 ft.
spell for them. Duration: 1 minute
Target: One creature
SHADE
2nd-level black magic transmutation (3 MP) You increase the might of an ally's weapon. A weapon currently in
Casting Time: 1 action the target ally’s hand deals 1d4 additional damage with every attack
Range: 90 ft. made with that weapon for the duration. At the end of each of an
Duration: 1 minute affected ally's turns, they must roll 1d20 –on a 9 or less, the spell
Area: A 30-ft cube ends for them.
Saving Throw: Constitution negates At Higher Levels: As a 7th-level spell (10 MP), you can cast
saber, which only affects the caster, but raises their damage by 1d8.
You coat an area in blinding darkness. Any creature in the area that Multiple castings of saber stack with each other, adding 1d8 damage
fails their save is blinded until the spell ends. A creature blinded by each time the spell is cast.
this spell can repeat the saving throw at the end of each of their
turns until the spell is ends.

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THUNDAGA Range: 90 ft.
See thunder. This is the 6th-level version of the spell. Duration: Instantaneous
Area: 5-ft cube
THUNDARA Saving Throw: Wisdom halves
See thunder. This is the 4th-level version of the spell.
You shower the area with sparks and electricity. One creature in the
THUNDER area that you choose takse 2d10 lightning damage, plus lightning
1st-level black magic evocation (2 MP) damage equal to your spellcasting ability modifier. The creature is
Casting Time: 1 action allowed a Wisdom save for half damage.

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At Higher Levels: As a 3rd-level spell (5 MP), you can cast Longsword, uncommon
thundara, which deals 6d6 lightning damage in a 30-ft cube, When you hit a lycanthrope with this weapon, you deal an
affecting each creature in the area additional 1d8 damage.
As a 6th-level spell (9 MP), you can cast thundaga, which deals
11d6 lightning damage in a 30-ft cube, affecting each creature in the RUNE BLADE
area. Longsword, uncommon
When you hit a creature that can cast spells with this weapon, you
UM BRA deal an additional 1d8 damage.
See shade. This is the 7th-level version of the spell.
WYRMKILLER
VOX Longsword, uncommon
See blindna. This is a 4th-level version of the spell. When you hit a dragon with this weapon, you deal an additional
1d8 damage.
W ARP
8th-level black magic conjuration (11 MP) CORAL SWORD
Casting Time: 1 action Longsword, uncommon
Range: 90 ft. When you hit a creature that possesses a swim speed with this
weapon, you deal an additional 1d8 damage.
Duration: Instantaneous
Area: 60-ft. cube
CLAYMORE
Saving Throw: Constitution negates
Greatsword, rare
When you hit a giant with this weapon, you deal an additional 1d8
You tear a rip in the fabric of space and hurl creatures in the area
damage.
into another dimension. Any creature in the area that fails their
saving throw is flung into an alternate dimension and is killed. A
successful save allows the creature to avoid getting sucked into the RAZER
tear. Longsword, rare
Once per day, you can use your action to cast the scourge spell with
this weapon.

Magic Items KEEN BLADE


Scimitar, very rare
Sometimes known as the “lesser vorpal blade,”attacks with this
This list includes the various treasure items that can be found in weapon crit on a roll of 17 or better, if such a roll would be a hit.
Final Fantasy. It does not include items that can commonly be
bought. FLAME EDGE
Longsword, very rare
The damage this blade does is entirely fire damage.
WEREBUSTER

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Once per day, you can use your action to cast thundara with this
ICE EDGE weapon.
Longsword, very rare
The damage this blade does is entirely cold damage. HEALING STAFF
Quarterstaff, uncommon
DEFENDER Once per day, you can use your action to cast heal with this weapon.
Greatsword, very rare
Once per day, you can use your action to cast image with this POWER STAFF
weapon. Quarterstaff, uncommon
This weapon has a +1 bonus to attack and damage rolls.
SUNSWORD
Longsword, very rare MAGE’S STAFF
When you hit an undead creature with this weapon, you deal an Quarterstaff, uncommon
additional 1d8 damage. Once per day, you can use your action to cast fira with this weapon.

EXCALIBUR WIZARD’S STAFF


Longsword, legendary Quarterstaff, rare
When you hit a creature with any elemental weakness with this Once per day, you can use your action to cast confuse with this
weapon, you deal an additional 1d8 damage. weapon.

SASUKE’S BLADE FLAME SHIELD


Shortsword, legendary Shield, rare
This weapon has a +2 bonus to attack and damage rolls. When this shield is donned, you have resistance against cold.

MASAMUNE ICE SHIELD


Longsword, legendary Shield, rare
This weapon has a +3 bonus to attack and damage rolls and can be When this shield is donned, you have resistance against fire.
used by any character, without proficiency.
DIAMOND SHIELD
LIGHT AXE Shield, rare
Battleaxe, very rare When this shield is donned, you have resistance against lightning.
Once per day, you can use your action to cast diara with this
weapon. AEGIS SHIELD
Shield, legendary
THOR’S HAMMER When this shield is donned, you are immune to the poison and
Warhammer, legendary petrification.

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CLOAK OF PROTECTION
Shield, rare ICE ARMOR
You may use this magical cloak like a shield, even if you do not have Splint armor, uncommon
shield proficiency. While wearing this armor, you have fire resistance.

RIBBON DIAMOND ARMOR


Helmet, legendary Plate armor, rare
While this helmet is worn, you resist all damage that is not While wearing this armor, you have lightning resistance.
slashing, bludgeoning, or piercing. You also are immune to all
conditions. DRAGON MAIL
Plate armor, very rare
HEALING HELM While wearing this armor, you have fire, cold, and lightning
Helmet, uncommon resistance.
Once per day, you can use your action to cause this helmet to cast
heal. COPPER ARMLET
Armlet, uncommon
DIAMOND HELM This magical armlet gives you an AC of 13 + your Dexterity
Helmet, uncommon modifier.
This helmet absorbs 3 points of damage from any attack that hits its
wearer. SILVER ARMLET
Armlet, rare
WHITE ROBE This magical armlet gives you an AC of 14 + your Dexterity
Clothes, legendary modifier.
When you wear these robes, you resist fire damage and are immune
to being killed. You can also spend your action, once per day, to cast RUBY ARMLET
invisira. Armlet, very rare
This magical armlet gives you an AC of 15 + your Dexterity
BLACK ROBE modifier
Clothes, legendary
When you wear these robes, you resist ice damage and are immune DIAMOND ARMLET
to being slowed or stopped. You can also spend your action, once Armlet, legendary
per day, to cast blizzara. This magical armlet gives you an AC of 16 + your Dexterity
modifier

FLAME MAIL ZEUS GAUNTLETS


Chainmail, uncommon Gloves, rare
While wearing this armor, you have cold resistance.

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Once per day, you can use your action to cast thundara with these
gloves.

GIANT’S GLOVES
Gloves, rare
Once per day, you can use your action to cast saber with these
gloves.

DIAMOND GLOVES
Gloves, very rare
These gloves absorb 3 points of damage from any attack that hits
the wearer.

RING OF PROTECTION
Gloves, uncommon
While wearing these gloves, you are immune to being killed.

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