So, if magic is split into 4 components, vital (life), spiritual (soul), mental (mind), and material (objects), and each spell list is a combination of 2 of them, what would other spell lists with the two remaining combinations look like?


Homebrew and House Rules


So, as I said in the title, the spell list are based on two of the base components of magic: Divine is vital and spiritual, occult is spiritual and mental, arcain is mental and material, and primal is material and vital. However, Vital and mental, and material and spiritual are missing. What kind of spell would these combinations have? What kind of casters would/should have them? Should they even exist? Also, if there were lists that had three of the components, what would those look like. I envision them as not really a combination of the three, but an antithesis to the one left out. So all but material would be something that can't really make physical things happen, like some sort of psychic.


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I'm reading my own biases into it, but I feel like the four components are in matched/opposing pairs.

Vital vs Mental (Body and Mind)
Spiritual vs Material (Spiritual and Physical)

That said, ignoring this and choosing to explore the other combinations sounds interesting. :)


The remaining two pairs work out to something like "Life" and "Law", talking instigation from a series of books I'll get to in a bit.

Life requires both "body and mind" to function, as well as keeping both body and mind functioning in good order. I would expect healing, summoning, and mind affecting spells (predominantly in the protection/curative variety, eg Break Curse) in this grouping.

"Law" on the other hand is meant to mean "the rule of physics" and "divine decree" as opposed to the alignment concept. Things like "Hermes always wins races" and "everything that goes up must come down." I would expect protection ("circle of" etc), antimagic, and terrain manipulation (wall of stone, etc) spells in this grouping.

The series of books I'm cribbing from to come up with this is Orphans of Chaos and going into it too deeply would be huge spoilers. But being vague about things, there are for spheres of power and each of the five main characters has powers that operate under one of those spheres. Each sphere hands-down wins against another sphere, loses to one sphere, and is equally matched against the third.


Quintessentially Me wrote:

I'm reading my own biases into it, but I feel like the four components are in matched/opposing pairs.

Vital vs Mental (Body and Mind)
Spiritual vs Material (Spiritual and Physical)

That said, ignoring this and choosing to explore the other combinations sounds interesting. :)

Fire and water are opposites, but together they make steam, the basis of rain and of most of our electricity. earth and air oppose, but together they make dust. opposites don't mean they can't mix.


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I like the "combine vital and mental essence" as a "disciplined magic tradition that focuses on understanding how the body controls the mind, but the mind also controls the body".

You can subtly influence people because you understand that mental states are infuenced by so many subtle physiological reactions, but you can put your mind over your own matter if you need to stretch your arms or walk on hot coals or something.

Spiritual+Material seems to me like a kind of animist magical tradition, where we influence physical objects by dealing to the spirits that inhabit them, or in affecting change by preparing an object or location to attract the right kind of spirits to inhabit it.


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Vital/Mental (Body and Mind) = Ki magic and/or psychic magic

Spiritual/Material (Spiritual and Physical) = ???


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Ravingdork wrote:

...

Spiritual/Material (Spiritual and Physical) = ???

May I suggest Animist Magic?

Possibly magic heavily involving constructs.


Though it would need a rename, the occultist class fits spiritual/material extremely well, and kinetisist or psychic would great for body/mind. Idk what the lists would be called though

Scarab Sages

Spiritual/Material could also fall to a summoner type spell list, but construct and undead creation does seem like the most iconic feel for those two. Bringing 'life' to objects.


Feros wrote:
Ravingdork wrote:

...

Spiritual/Material (Spiritual and Physical) = ???

May I suggest Animist Magic?

Possibly magic heavily involving constructs.

Animist is the name I did run with, and I've gone and made a spreadsheet with the two hypothetical lists on. I need to customise them a little but I have to say, I really like the mental/vital list.

The "Animist" list seems pretty destructive and in my lore I've gone and tied it into psychopomps, the dead, and certain types of undead.


Appletree wrote:
Feros wrote:
Ravingdork wrote:

...

Spiritual/Material (Spiritual and Physical) = ???

May I suggest Animist Magic?

Possibly magic heavily involving constructs.

Animist is the name I did run with, and I've gone and made a spreadsheet with the two hypothetical lists on. I need to customise them a little but I have to say, I really like the mental/vital list.

The "Animist" list seems pretty destructive and in my lore I've gone and tied it into psychopomps, the dead, and certain types of undead.

If anybody is interested, these are the "raw" lists you get from disassembling the existing lists and then cobbling them back together. Let me know if I've made any mistakes.

Material/Spiritual:

    Cantrips
    Acid Splash (evo)H: Damage creatures with acid.
    Chill Touch (nec)H: Your touch hurts the living or disorients undead.
    Dancing Lights (evo): Create four floating lights you can move.
    Daze (enc)H: Damage a creature's mind and possibly stun it.
    Detect Magic (div)H: Sense whether magic is nearby.
    Electric Arc (evo)H: Zap one or two creatures with lightning.
    Forbidding Ward (abj)H: Protect an ally against one specific enemy.
    Guidance (div): Divine guidance improves one roll.
    Know Direction (div)H: Find true north.
    Light (evo)H: Make an object glow.
    Message (ill)H: Speak a message to a distant creature, who can reply.
    Prestidigitation (evo): Perform a minor magical trick.
    Produce Flame (evo)H: Kindle small flames to attack close or at range.
    Ray of Frost (evo)H: Damage a creature with cold.
    Read Aura (div)H: Detect if an object is magical, and determine the school of its magic.
    Shield (abj)H: A shield of magical force blocks attacks and magic missiles.
    Sigil (tra)H: Leave a magical mark.
    Tanglefoot (con)H: Conjure a vine to entangle a creature.
    1st-Level Spells
    Air Bubble (con): React to create air for a creature to breathe.
    Alarm (abj)H: Be alerted if a creature enters a warded area.
    Ant Haul (tra): Target can carry more.
    Bane (enc): Weaken enemies' attacks in an aura around you.
    Bless (enc): Strengthen allies' attacks in an aura around you.
    Burning Hands (evo)H: A small cone of flame rushes from your hands.
    Charm (enc)H: A humanoid becomes more friendly to you.
    Command (enc)H: Bid a creature to approach, run, release something, lie prone, or stand up.
    Create Water (con): Conjure 2 gallons of water.
    Detect Alignment (div)HU: See auras of a chosen alignment.
    Fear (enc)H: Frighten a creature, possibly making it flee.
    Feather Fall (abj): React to slow a creature’s fall.
    Fleet Step (tra): Make your Speed much faster.
    Goblin Pox (nec): Infect a creature with goblin pox.
    Grease (con): Coat a surface or object in slippery grease.
    Gust of Wind (evo): Wind blows out fires and knocks back objects and creatures.
    Hydraulic Push (evo)H: Damage and push a creature with a blast of water.
    Jump (tra)H: Make an impressive leap.
    Lock (abj)H: Make a lock hard to open.
    Longstrider (tra)H: Increase your Speed for an hour.
    Magic Weapon (tra): Make a weapon temporarily magical.
    Mending (tra)H: Repair one non-magical item.
    Negate Aroma (abj)H: Suppress a creature’s scent.
    Pest Form (tra)H: Turn into a nonthreatening animal.
    Protection (abj)U: Shield a creature against those of a chosen alignment.
    Ray of Enfeeblement (nec): Sap a creature's strength.
    Sanctuary (abj): Protect a creature from being attacked.
    Shocking Grasp (evo)H: Zap a creature with electricity.
    Snowball (evo)H: You throw a magically propelled and chilled ball of dense snow.
    Spider Sting (nec): Damage a creature and afflict it with spider venom.
    Spirit Link (nec)H: Continually transfer your health to someone else.
    Summon Animal (con)H: Conjure an animal to fight on your behalf.
    Ventriloquism (ill)H: Throw your voice.
    2nd-Level Spells
    Acid Arrow (evo)H: Magical arrow deals acid damage persistently.
    Augury (div): Predict whether a course of action brings good fortune.
    Calm Emotions (enc): Suppress strong emotions and hostility.
    Comprehend Language (div)H: A creature understands one language.
    Continual Flame (evo)H: A magical flame burns indefinitely.
    Create Food (con)H: Conjure food that can feed multiple creatures.
    Darkness (evo)H: Suppress all light in an area.
    Darkvision (div)H: See in the dark.
    Deafness (nec): Make a creature deaf.
    Death Knell (nec): Finish of a creature who's near death.
    Dispel Magic (abj): End a spell or suppress an item's magic.
    Endure Elements (abj)H: Protect a creature from severe cold or heat.
    Enlarge (tra)H: A creature grows in size.
    Faerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
    Flaming Sphere (evo)H: A ball of fire rolls about at your command.
    Gentle Repose (nec)H: A corpse doesn't decay and can't become undead.
    Ghoulish Cravings (nec): Infect a creature with ghoul fever.
    Glitterdust (evo): Sparkling dust breaks invisibility and impedes vision.
    Humanoid Form (tra)H: Take the shape of a humanoid.
    Obscuring Mist (con): Conceal creatures in a cloud of mist.
    Phantom Steed (con)H: Conjure a magical horse.
    Remove Fear (enc)H: Free a creature from its fright.
    Remove Paralysis (nec)H: Free a creature from paralysis.
    Resist Energy (abj)H: Protect a creature from one type of energy damage.
    Restoration (nec)H: Reduce a condition or lessen a toxin.
    Restore Senses (nec)H: Remove a blinding or deafening effect.
    See Invisibility (div)H: See invisible creatures and objects.
    Shrink (tra)H: Reduce a willing creature to Tiny size.
    Silence (ill)H: Mute all sound from a creature.
    Sound Burst (evo)H: Damage and deafen creatures with a powerful din.
    Spider Climb (tra)H: Give a creature a climb Speed.
    Spiritual Weapon (evo)H: Materialize a deific weapon of force that appears and attacks repeatedly.
    Status (div)H: Keep track of a willing creature's location and well-being.
    Summon Elemental (con)H: Conjure an elemental to fight on your behalf.
    Undetectable Alignment (abj)U: Make a creature or object appear neutral to alignment detection.
    Water Breathing (tra)H: Allow creatures to breathe underwater.
    Water Walk (tra)H: Buoy a creature so it can walk on water.
    Web (con)H: Form a web that keeps creatures from moving.
    3rd-Level Spells
    Bind Undead (nec): Take control of a mindless undead.
    Blindness (nec): Strike a target blind.
    Circle of Protection (abj)HU: A creature emits an aura that protects those within against an alignment.
    Dream Message (enc)H: Send a message that arrives in a dream.
    Earthbind (tra): Bring a flying creature to the ground.
    Feet to Fins (tra)H: Turn a creature's feet into fins, enabling it swim but slowing it on land.
    Fireball (evo)H: An explosion of fire in an area burns creatures.
    Glyph of Warding (abj): Store a spell in a symbol to make a trap.
    Haste (tra)H: Speed up a creature so it can attack or move more often.
    Heroism (enc)H: Stoke a creature's inner heroism to make it more competent.
    Lightning Bolt (evo)H: Lightning strikes all creatures in a line.
    Locate (div)HU: Learn the direction to an object.
    Meld into Stone (tra): Meld into a block of stone.
    Nondetection (abj)U: Protect a creature or object from detection.
    Slow (tra)H: Make a creature slower, reducing its actions.
    Stinking Cloud (con): Form a cloud that sickens creatures.
    Vampiric Touch (nec)H: Deal negative damage and gain temporary HP with a touch.
    Wall of Wind (evo): Create a wall of gusting winds that hinders movement and ranged attacks.
    Wanderer's Guide (div): Find an ideal route to a location.
    Zone of Truth (enc)U: Designate an area where creatures are compelled to be truthful.
    4th-Level Spells
    Aerial Form (tra)H: Turn into a flying combatant.
    Creation (con)H: Make a temporary object.
    Dimensional Anchor (abj): Keep a creature from teleporting or traveling to other planes.
    Discern Lies (div)U: Expertly detect lies and falsehoods.
    Fire Shield (evo)H: Flames protect you from cold and harm those that touch you.
    Fly (tra)H: Cause the target creature to gain a fly Speed.
    Forgotten Lines (div)HR: Restore destroyed or censored text.
    Freedom of Movement (abj): A creature overcomes hindrances to its movement.
    Gaseous Form (tra): Turn a willing creature into a flying cloud.
    Globe of Invulnerability (abj)U: Magical sphere counteracts spells that would enter it.
    Hallucinatory Terrain (ill)HU: A natural environment appears to be another kind of terrain.
    Outcast's Curse (enc): Curse a creature to be off-putting and grating.
    Read Omens (div)U: Get a piece of advice about an upcoming event.
    Remove Curse (nec): Counteract a curse afflicting a creature.
    Shape Stone (tra): Reshape a cube of stone.
    Solid Fog (con): Conjure heavy fog that obscures sight and is hard to move through.
    Spell Immunity (abj): Name a spell to negate its effects on you.
    Spiritual Anamnesis (nec)U: Overwhelm a target with memories of a past life.
    Stoneskin (abj)H: Harden a creature's skin into durable stone.
    Talking Corpse (nec)U: Have a corpse answer three questions.
    Wall of Fire (evo)H: Create a blazing wall burns creatures that pass through.
    Weapon Storm (evo)H: Multiply a weapon you hold and attack many creatures with it.
    5th-Level Spells
    Abyssal Plague (nec): Inflict a draining curse.
    Banishment (abj)H: Send a creature back to its home plane.
    Cloudkill (nec)H: Poison creatures in a cloud that moves away from you.
    Cone of Cold (evo)H: Bitter cold damages creatures in a cone.
    Control Water (evo): Raise or lower water in a large area.
    Death Ward (abj): Protect a creature against negative energy.
    Elemental Form (tra)H: Turn into an elemental.
    Mariner's Curse (nec): Infect a creature with the curse of the rolling sea.
    Passwall (con)HU: Form an earthen tunnel through a wall.
    Prying Eye (div): An invisible eye transmits what it sees to you.
    Sending (div): Send a mental message to a creature anywhere on the planet and get a reply.
    Shadow Blast (evo)H: Shape a cone of shadow to deal damage of a type you choose.
    Tongues (div)HU: Let a creature understand and speak all languages.
    Wall of Ice (evo)H: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
    Wall of Stone (con)H: Shape a wall of stone.
    6th-Level Spells
    Baleful Polymorph (tra): Transform a creature into a harmless animal.
    Chain Lightning (evo)H: Lightning jumps from creature to creature.
    Dragon Form (tra)H: Turn into a dragon.
    Flesh to Stone (tra): Turn a living creature into a stone statue.
    Purple Worm Sting (nec): Damage a creature and infect it with purple worm venom.
    Repulsion (abj): Prevent creatures from approaching you.
    Spellwrack (abj): Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
    Spirit Blast (nec)H: Damage a creature's spiritual essence.
    True Seeing (div): See through illusions and transmutations.
    Vampiric Exsanguination (nec)H: Draw blood and life force from creatures in a cone.
    Zealous Conviction (enc)H: Instill unshakable conviction and zeal in willing creatures.
    7th-Level Spells
    Dimensional Lock (abj)U: Prevent teleportation and planar travel.
    Eclipse Burst (nec)H: A globe of darkness deals cold damage, hurts the living, and overcomes light.
    Energy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
    Ethereal Jaunt (con)HU: Use the Ethereal Plane to move through objects and into the air.
    Fiery Body (tra)H: Turn your body into living flame.
    Mask of Terror (ill)H: A creature’s fearsome illusory appearance frightens observers.
    Plane Shift (con)U: Transport creatures to another plane of existence.
    8th-Level Spells
    Antimagic Field (abj)R: Magic doesn't function in an area around you.
    Discern Location (div)U: Discover a target's exact location within unlimited range.
    Earthquake (evo)H: Shake the ground with a devastating earthquake.
    Horrid Wilting (nec)H: Pull moisture from creatures, damaging them.
    Monstrosity Form (tra)H: Turn into a powerful monster.
    Polar Ray (evo)H: Bitter cold damages and drains a creature.
    Spiritual Epidemic (nec): Weaken a target with a communicable curse.
    9th-Level Spells
    Bind Soul (nec)U: Imprison a dead creature's soul.
    Disjunction (abj)U: Deactivate or destroy a magic item.
    Foresight (div): Sense when a creature is in danger and React to protect it with good fortune.
    Implosion (evo)H: Make a creature collapse in on itself.
    Massacre (nec)H: Instantly kill multiple creatures.
    Meteor Swarm (evo)H: Call down four blazing meteors that explode.
    Overwhelming Presence (enc): Take on the majesty of a god.
    Shapechange (tra): Transform into a form of your choice repeatedly.
    Telepathic Demand (enc): Send a mental message that impels a creature toward a course of action.
    Wail of the Banshee (nec): Scream, dealing damage and draining creatures.
    10th-Level Spells
    Cataclysm (evo): Call an instant, damaging cataclysm.
    Gate (con)U: Tear open a portal to another plane.
    Remake (con)U: Recreate a destroyed object.

Mental/Vital:

    Cantrips
    Chill Touch (nec)H: Your touch hurts the living or disorients undead.
    Dancing Lights (evo): Create four floating lights you can move.
    Daze (enc)H: Damage a creature's mind and possibly stun it.
    Detect Magic (div)H: Sense whether magic is nearby.
    Disrupt Undead (nec)H: Damage undead with positive energy.
    Ghost Sound (ill)H: Make false sounds.
    Guidance (div): Divine guidance improves one roll.
    Know Direction (div)H: Find true north.
    Light (evo)H: Make an object glow.
    Mage Hand (evo)H: Command a floating hand to move an object.
    Message (ill)H: Speak a message to a distant creature, who can reply.
    Prestidigitation (evo): Perform a minor magical trick.
    Read Aura (div)H: Detect if an object is magical, and determine the school of its magic.
    Shield (abj)H: A shield of magical force blocks attacks and magic missiles.
    Sigil (tra)H: Leave a magical mark.
    Stabilize (nec): Stabilize a dying creature.
    Telekinetic Projectile (evo)H: Fling an object at a creature.
    1st-Level Spells
    Air Bubble (con): React to create air for a creature to breathe.
    Alarm (abj)H: Be alerted if a creature enters a warded area.
    Charm (enc)H: A humanoid becomes more friendly to you.
    Color Spray (ill): Swirling colors dazzle or stun creatures.
    Command (enc)H: Bid a creature to approach, run, release something, lie prone, or stand up.
    Create Water (con): Conjure 2 gallons of water.
    Detect Poison (div)HU: Determine whether an object or creature is poisonous or venomous.
    Exchange Image (ill)U: Trade appearances with the target.
    Fear (enc)H: Frighten a creature, possibly making it flee.
    Floating Disk (con): A disk of energy follows you, carrying objects.
    Grim Tendrils (nec)H: Creatures in a line take negative damage and bleed.
    Heal (nec)H: Positive energy heals the living or harms the undead, either a single creature or all in a burst.
    Illusory Disguise (ill)H: Make yourself look like a different creature.
    Illusory Object (ill)H: Form a convincing illusion of an object.
    Item Facade (ill)H: Disguise an item to look perfect or shoddy.
    Lock (abj)H: Make a lock hard to open.
    Mage Armor (abj)H: Ward yourself with magical armor.
    Magic Aura (ill)HU: Change how an item's magic appears to detecting spells.
    Magic Missile (evo)H: Pelt creatures with unerring bolts of magical force.
    Magic Weapon (tra): Make a weapon temporarily magical.
    Mending (tra)H: Repair one non-magical item.
    Purify Food and Drink (nec): Make beverages and meals safe.
    Ray of Enfeeblement (nec): Sap a creature's strength.
    Sleep (enc)H: Cause creatures in a small area to fall asleep.
    True Strike (div): Make your next attack especially accurate.
    Unseen Servant (con): Create an invisible creature to help you.
    Ventriloquism (ill)H: Throw your voice.
    2nd-Level Spells
    Blur (ill): Cause a target's form to become blurry and hard to hit.
    Comprehend Language (div)H: A creature understands one language.
    Continual Flame (evo)H: A magical flame burns indefinitely.
    Create Food (con)H: Conjure food that can feed multiple creatures.
    Darkness (evo)H: Suppress all light in an area.
    Darkvision (div)H: See in the dark.
    Deafness (nec): Make a creature deaf.
    Dispel Magic (abj): End a spell or suppress an item's magic.
    Endure Elements (abj)H: Protect a creature from severe cold or heat.
    Enhance Victuals (tra)H: Improve food or drink and remove poisons.
    Faerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
    False Life (nec)H: Gain temporary HP.
    Gentle Repose (nec)H: A corpse doesn't decay and can't become undead.
    Hideous Laughter (enc): Fits of laughter make a creature unable to take all its actions.
    Humanoid Form (tra)H: Take the shape of a humanoid.
    Illusory Creature (ill)H: Form a convincing illusion of a creature.
    Invisibility (ill)H: A creature can’t be seen until it attacks.
    Knock (tra): Make a door, lock, or container easier to open, and possibly open it immediately.
    Magic Mouth (ill): Make an illusory mouth appear to speak a message.
    Mirror Image (ill): Illusory duplicates of you cause attacks to miss.
    Misdirection (ill): Cause one creature’s auras to appear to be another’s.
    Phantom Steed (con)H: Conjure a magical horse.
    Remove Fear (enc)H: Free a creature from its fright.
    Remove Paralysis (nec)H: Free a creature from paralysis.
    Resist Energy (abj)H: Protect a creature from one type of energy damage.
    Restoration (nec)H: Reduce a condition or lessen a toxin.
    Restore Senses (nec)H: Remove a blinding or deafening effect.
    See Invisibility (div)H: See invisible creatures and objects.
    Spectral Hand (nec): Create a semicorporeal hand that touches creatures to target them with your spells.
    Status (div)H: Keep track of a willing creature's location and well-being.
    Telekinetic Maneuver (evo): Disarm, Shove, or Trip a creature telekinetically.
    Touch of Idiocy (enc): Dull a target's mind with a touch.
    Water Breathing (tra)H: Allow creatures to breathe underwater.
    Water Walk (tra)H: Buoy a creature so it can walk on water.
    3rd-Level Spells
    Bind Undead (nec): Take control of a mindless undead.
    Blindness (nec): Strike a target blind.
    Clairaudience (div): Hear through an invisible magical sensor.
    Dream Message (enc)H: Send a message that arrives in a dream.
    Enthrall (enc): Your speech makes creatures fascinated with you.
    Ghostly Weapon (tra): Make a weapon affect incorporeal creatures.
    Glyph of Warding (abj): Store a spell in a symbol to make a trap.
    Haste (tra)H: Speed up a creature so it can attack or move more often.
    Hypnotic Pattern (ill): Shifting colors dazzle and fascinate creatures.
    Invisibility Sphere (ill)H: You and creatures near you become invisible as you explore.
    Levitate (evo): Float an object or creature a few feet of the ground.
    Locate (div)HU: Learn the direction to an object.
    Mind Reading (div)U: Read a creature's surface thoughts.
    Neutralize Poison (nec): Cure a poison afflicting a creature.
    Nondetection (abj)U: Protect a creature or object from detection.
    Paralyze (enc)H: Freeze a humanoid in place.
    Remove Disease (nec): Cure a disease afflicting a creature.
    Searing Light (evo)H: A ray of burning light deals extra damage to undead and counteracts darkness.
    Secret Page (ill): Alter the appearance of a page.
    Slow (tra)H: Make a creature slower, reducing its actions.
    Vampiric Touch (nec)H: Deal negative damage and gain temporary HP with a touch.
    4th-Level Spells
    Air Walk (tra): Walk on air as though it were solid ground.
    Blink (con)H: Flit between the planes, vanishing and reappearing.
    Clairvoyance (div): See through an invisible magical sensor.
    Confusion (enc)H: Befuddle a creature, making it act randomly.
    Detect Scrying (div)HU: Find out if scrying effects are in the area.
    Dimension Door (con)H: Teleport yourself up to 120 feet.
    Dimensional Anchor (abj): Keep a creature from teleporting or traveling to other planes.
    Discern Lies (div)U: Expertly detect lies and falsehoods.
    Fly (tra)H: Cause the target creature to gain a fly Speed.
    Forgotten Lines (div)HR: Restore destroyed or censored text.
    Freedom of Movement (abj): A creature overcomes hindrances to its movement.
    Gaseous Form (tra): Turn a willing creature into a flying cloud.
    Globe of Invulnerability (abj)U: Magical sphere counteracts spells that would enter it.
    Hallucinatory Terrain (ill)HU: A natural environment appears to be another kind of terrain.
    Nightmare (ill): Plague a creature's dreams with disturbing nightmares.
    Outcast's Curse (enc): Curse a creature to be off-putting and grating.
    Phantasmal Killer (ill)H: Place a fearsome image in a creature's mind to scare and possibly kill it.
    Private Sanctum (abj)U: Black fog prevents sensing, scrying, and mind-reading on anyone within.
    Resilient Sphere (abj): Create a sphere of force that blocks anything that would come through.
    Rope Trick (con)U: Animate a rope that rises to an extradimensional hiding place.
    Spell Immunity (abj): Name a spell to negate its effects on you.
    Suggestion (enc)H: Suggest a course of action a creature must follow.
    Telepathy (div)H: Communicate telepathically with any creatures near you.
    Veil (ill)H: Disguise many creatures as other creatures.
    Vital Beacon (nec)H: Radiate vitality that heals creatures that touch you.
    5th-Level Spells
    Banishment (abj)H: Send a creature back to its home plane.
    Black Tentacles (con): Tentacles in an area grab creatures.
    Chromatic Wall (abj)H: A wall of light offers a unique protection based on its color.
    Cloak of Colors (ill): Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light.
    Crushing Despair (enc)H: Make a creature sob uncontrollably.
    Death Ward (abj): Protect a creature against negative energy.
    False Vision (ill)U: Trick a scrying spell.
    Hallucination (ill)H: A creature believes one thing is another, can’t detect something, or sees something that’s not really there.
    Illusory Scene (ill)H: Create an imaginary scene containing multiple creatures and objects.
    Mariner's Curse (nec): Infect a creature with the curse of the rolling sea.
    Mind Probe (div)U: Uncover knowledge and memories in a creature's mind.
    Prying Eye (div): An invisible eye transmits what it sees to you.
    Sending (div): Send a mental message to a creature anywhere on the planet and get a reply.
    Shadow Siphon (ill): React to lessen the damage from an enemy's spell by making it partially illusion.
    Shadow Walk (con)U: Travel rapidly via the Shadow Plane.
    Subconscious Suggestion (enc)H: Plant a mental suggestion that must be followed when a trigger occurs.
    Telekinetic Haul (evo): Move a large object.
    Telepathic Bond (div)U: Link minds with willing creatures to communicate telepathically at great distances.
    Tongues (div)HU: Let a creature understand and speak all languages.
    6th-Level Spells
    Collective Transposition (con)H: Teleport up to two creatures to new positions near you.
    Dominate (enc)HU: A humanoid must obey your orders.
    Feeblemind (enc): Stupefy a creature permanently.
    Field of Life (nec)H: Create a positive energy field that heals those within.
    Mislead (ill): Turn invisible and create a duplicate of yourself who acts like you.
    Phantasmal Calamity (ill)H: Damage a creature mentally with visions of an apocalypse.
    Repulsion (abj): Prevent creatures from approaching you.
    Scrying (div)U: Spy on a creature.
    Spellwrack (abj): Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
    Stone Tell (evo)U: Speak to spirits within natural stone.
    Stone to Flesh (tra): Turn a creature turned to stone back to flesh.
    Teleport (con)HU: Transport you and willing creatures a great distance.
    True Seeing (div): See through illusions and transmutations.
    Vampiric Exsanguination (nec)H: Draw blood and life force from creatures in a cone.
    Vibrant Pattern (ill): Make a pattern of lights that dazzles and blinds.
    Wall of Force (evo)H: Create an invisible and durable wall of magical force.
    7th-Level Spells
    Dimensional Lock (abj)U: Prevent teleportation and planar travel.
    Duplicate Foe (con)H: Create a temporary duplicate of an enemy that fights for you.
    Eclipse Burst (nec)H: A globe of darkness deals cold damage, hurts the living, and overcomes light.
    Energy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
    Finger of Death (nec)H: Point at a creature to deal negative damage and possibly kill it instantly.
    Magnificent Mansion (con)U: Conjure a secure dwelling in a demiplane.
    Mask of Terror (ill)H: A creature’s fearsome illusory appearance frightens observers.
    Plane Shift (con)U: Transport creatures to another plane of existence.
    Prismatic Spray (evo): Shoot rainbow beams that have various effects on creatures in a cone.
    Project Image (ill)H: Make an illusion of yourself you can cast spells through.
    Regenerate (nec)H: Cause a creature to heal over time, regrow organs, and reattach body parts.
    Reverse Gravity (evo)U: Flip the gravitational pull in an area.
    Sunburst (evo)H: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
    True Target (div): Make multiple attacks against a creature especially accurate.
    Warp Mind (enc): Confuse a creature, possibly permanently.
    8th-Level Spells
    Antimagic Field (abj)R: Magic doesn't function in an area around you.
    Disappearance (ill): Make a creature invisible, silent, and undetectable by any and all senses.
    Discern Location (div)U: Discover a target's exact location within unlimited range.
    Dream Council (ill): Communicate through a shared dream.
    Maze (con): Trap a creature in an extradimensional maze.
    Mind Blank (abj)U: Protect a creature from mental magic and some divinations.
    Moment of Renewal (nec): Give a day's recovery in an instant.
    Prismatic Wall (abj): Form a protective wall with seven chromatic layers.
    Scintillating Pattern (ill): Cause an array of color that dazzles, confuses, and stuns.
    Uncontrollable Dance (enc): Overcome a target with an all-consuming urge to dance.
    Unrelenting Observation (div): You and other creatures use scrying to track a subject exactly.
    9th-Level Spells
    Foresight (div): Sense when a creature is in danger and React to protect it with good fortune.
    Massacre (nec)H: Instantly kill multiple creatures.
    Prismatic Sphere (abj): Form a protective sphere composed of seven chromatic layers.
    Resplendent Mansion (con): Conjure a mansion that lasts for a day.
    Telepathic Demand (enc): Send a mental message that impels a creature toward a course of action.
    Weird (ill): Frighten, deal mental damage, and possibly kill large numbers of creatures.
    10th-Level Spells
    Gate (con)U: Tear open a portal to another plane.
    Remake (con)U: Recreate a destroyed object.
    Revival (nec): Heal creatures in an area and return the dead to life temporarily.
    Time Stop (tra): Briefly stop time for everything but you.

Sorry about the super ugly format I've pasted it in.

Note: Every list has its own unique spells or otherwise breaks the pattern just a little. I'd advise removing ones that don't fit the thematic, adding a couple (e.g. while it doesn't fully fit outside of "vital" I might add harm to the Material/Spirit list to help the undead associated with it), or making a couple of unique spells (e.g. summon skeleton or zombie, to stick with the undead theme).

Verdant Wheel

Does order matter?


I did this last year.


Quintessentially Me wrote:

I'm reading my own biases into it, but I feel like the four components are in matched/opposing pairs.

Vital vs Mental (Body and Mind)
Spiritual vs Material (Spiritual and Physical)

That said, ignoring this and choosing to explore the other combinations sounds interesting. :)

I believe that that's the viewpoint that Paizo takes, from what I recall of this topic from Seifter and Jacobs posts.

Exo-Guardians

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imo:

Vital + Mental = Kineticist

Material + Spiritual = Shaman

i'd be surprised if this isn't the way they go with those classes once they're introduced, since they don't really fit into any of the four CRB spell lists.


Saros Palanthios wrote:

imo:

Vital + Mental = Kineticist

Material + Spiritual = Shaman

i'd be surprised if this isn't the way they go with those classes once they're introduced, since they don't really fit into any of the four CRB spell lists.

Are you flipping those around?

Kineticists deal w/ the elements which are material.
Though yes, a Shaman needs to deal w/ spiritual so I'm unsure there's a good fit here.

Community / Forums / Pathfinder / Pathfinder Second Edition / Homebrew and House Rules / So, if magic is split into 4 components, vital (life), spiritual (soul), mental (mind), and material (objects), and each spell list is a combination of 2 of them, what would other spell lists with the two remaining combinations look like? All Messageboards

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