Spells used in the campaign
This index lists the spells, cantrips, rituals and spell-like features that have been cast, scrolled or spell-list-acquired across the recorded sessions of the campaign (sessions 2 to 24), by the party and by the enemies they fought. The aim is to let any wiki link like Find Familiar or Wither and Bloom resolve to a campaign-grounded entry rather than a dead redlink, and to give a single browsable view of the party’s actual spell repertoire over time. Spells that were only planned, such as the 3rd-level options on Terry’s build plan, are not given entries until someone casts them.
About this index
D&D 5e 2024 PHB spell mechanics are not reproduced here in full; the campaign plays the published Player’s Handbook, and the players also use spells from other books (Silvery Barbs, Booming Blade, Absorb Elements, Jim’s Magic Missile and others). This page is the campaign-side ledger: who cast what, when, what happened, and any DM rulings that set precedent. For the canonical mechanical text, consult the source book. The table’s rulings are collected in full on House Rules.
Each entry gives the Casters (each character and the sessions in which they cast the spell), a Summary of what it does as played, and what is Notable: the first cast, any ruling, and one or two memorable uses. Spells that the party’s enemies cast at them are included, with the caster named.
Cantrips
Acid Splash
- Casters: Althea (s15).
- Summary: As played: acid bursts at a point in range, and every creature within five feet of it makes a Dexterity save or takes acid damage.
- Notable: Althea’s opener in the last fight of s15: “she’s gonna go ahead and cast Acid Splash on the space in front of her” [1], a Dexterity save for “anyone within a five foot radius” [1]. She tried it again later in the fight [2]. The DM explained how he judges an area against the grid: “if it covers over half of the square then it hits” [3].
Blade Ward
- Casters: Terry (s6-s9, s12-s14, s16, s23, s24).
- Summary: As played: a cantrip Terry puts on himself before or early in a fight; it holds his concentration, and a d4 comes off attacks against him.
- Notable: First cast in s6: “And I’m gonna cast Blade Ward.” [4]. In s7 he weighed its d4 against a big hit and cast Shield as well [5]. In s8 casting it started a fight: “As you cast Blade Ward, you see these two ghosts turn towards you. Everyone roll initiative.” [6]. That it holds his concentration caught him out in s9: “Oh, Blade Ward, yes. I forget that’s a concentration.” [7]. In s13 it finally turned an attack aside, to his delight [8][9]. Left behind as the s23 party ran, he cast it again [10][11]. In s24 the s23 casting was still running: “I appear to be concentrating” [12]. When the knight of smoke appeared he asked to refresh it before initiative and was told “no” [13], and he cast it as his action in the second round, hoping to last longer [14].
Booming Blade
- Casters: Cholmondeley (s2); Mike (s17-s18); Father Thomas (s19-s20, s22-s23).
- Summary: As played: a melee weapon attack made with the spell; a target that moves before the caster’s next turn takes extra thunder damage.
- Notable: Cholmondeley’s opener against the s2 zombies, struck with his Shillelagh cane: “And then I’m gonna use my action to cast Booming Blade.” [15]; later, “Hey, kraut. Booming blade. take this you nazi zombie bastard.” [16]. Mike hit the Brinemaw Wyrm with it at the end of s17, and the thunder went off when it moved at the start of s18 [17][18]. Father Thomas casts it through War Caster off his Shillelagh attack [19]. When a flameskull he had struck merged with another in s22, the DM ruled that the merged creature kept the effect ([20]; ruling 95). In s23 he used it for an opportunity attack on a retreating zombie [21][22].
Control Flames
- Casters: Caelumn (s2-s3, s12).
- Summary: As played: a cantrip that snuffs out, brightens or shapes a fire of up to a five-foot cube.
- Notable: When the s2 dryad fight left a tree burning, Caelumn turned to it: “I have control flames. I’m going to control flames to snuff it out” [23], and the DM had him roll a Constitution save for the repeated casting [24][25]. In s3 he held a flame near a companion’s face to drive leeches off him [26][27], and used it to brighten his torch [28][29]. In s12 he tried it on a burning building, a five-foot cube at a time, before turning to Dragon’s Breath [30][31].
Create Bonfire
- Casters: Caelumn (s10-s12, s19-s20, s22-s24); Mike (s18).
- Summary: As played: a bonfire conjured on the ground and held by concentration; a creature in its space makes a Dexterity save or takes fire damage.
- Notable: In s6 Caelumn went to put one under an enemy and stopped when the table remembered that it needs concentration: “Oh it is! No, I can’t cast it! Fuck!” [32]. His first cast made the s10 campfire, after Hugo had felled a tree for logs: “I just cast create bonfire. There you go.” [33][34]. Mike lit one on the beach in s18, marshmallows included [35]. In the s20 road ambush it consumed a ghoul [36][37]; in s22 it burned the painting that kept the regenerating kobold alive [38][39]. In s23 the DM ruled that it cannot be placed between squares [40][41]. In s24 Caelumn put one under the knight of smoke, “Because I couldn’t attack with disadvantage otherwise” [42]; the knight met its DC 15 Dexterity save with a 17 [43][44].
Eldritch Blast
- Casters: Ruin (s10-s14); Steven (s17); Kole (s23, s24).
- Summary: As played: a ranged spell attack, a beam of force; more beams at higher levels.
- Notable: Ruin’s blast ended the s10 fight with the Aurelian paladin: “As you fire off this blast, he drops to his knee” [45][46]. He paired it with Hex [47][48]. Steven cast it once, as “the warlock classic”, smoke gathering at his dagger [49]. Kole could not cast it in manacles [50]; freed, he broke the pendant cultist’s concentration on her conjured sword with it [51][52], one beam at a time for now: “Wait till I get to next level so I can do two of them.” [53]. In s24 Kole fired it at the third skeleton, which “mechanically put its shield up in front of it” [54], at the root room’s regrowing roots [55], and at the knight of smoke at disadvantage, an 18 that its shield deflected [56].
Fire Bolt
- Casters: Caelumn (s2-s3, s5-s9, s12-s16, s20-s24); Harvo (s2-s9, through his gun); Ruin (s11, s14).
- Summary: As played: a ranged spell attack that hurls fire for a d10 of fire damage.
- Notable: Caelumn’s fallback when his slots run low, from the s2 zombies on [57]. In s9 it freed Hugo: after a quickened Magic Missile, his Fire Bolt hit the succubus on a 20, and “the concentration drops and… Hugo, your mind is again your own.” [58][59]. Harvo fired it through his gun: “I have the exact same Fire Bolt as Caelumn” [60]. Ruin shot a pigeon with it for lunch [61][62]. Caelumn’s verdict: “Oh, I fucking hate Fire Bolt. I despise that spell.” [63]. In s23 a natural 20 burned the greatsword skeleton’s cloak away [64][65]. In s24, with nothing else left, he threw one at the third skeleton: a 24 hit, and he rolled a 3 [66][67][68].
Green-Flame Blade
- Casters: Mike (s18).
- Summary: As played: a melee weapon attack wreathed in green fire.
- Notable: In the s18 catfish fight, dragged at in the water, Mike swung “With my Green-Flame Blade” [69] and missed on a 9 [70], then took Terry’s advice and misty-stepped back onto the skiff [71][72]. In s17 he had nearly cast it instead of Booming Blade [17].
Guidance
- Casters: Mike (s18); Father Thomas (s20-s24); Caelumn (s21).
- Summary: As played: a touch that adds a d4 to one ability check.
- Notable: First cast by Mike for a search in s18: “So I cast Guidance and start looking.” [73]; he reminded the table that it “usually just gives you a plus plus a d4” [74]. Father Thomas adds it to checks from s20 [75][76][77], and in s23 gave it to Terry for the search of the dead [78][79]. Caelumn kept forgetting he had it: “I use it so little, I don’t even know how to fucking turn it on.” [80]. In s17 Mike had passed off Detect Thoughts as “a simple guidance spell” [81]. In s24 he cast it on the knight statue, in case it helped, and “Nothing happens” [82][83].
Light
- Casters: Ruin (s13); Mike (s17); Father Thomas (s21).
- Summary: As played: an object touched sheds bright light.
- Notable: In s13, as Caelumn went to light the way with fire, Ruin put his hand down and cast Light instead, in case of a gas leak: “surprisingly enough, I don’t feel like blowing up today.” [84][85][86]. Mike cast it on his armour while mending Nessa’s sail, so that his casting would read as a holy man’s [87]. Father Thomas cast it to look over a find in the ridge temple [88].
Mending
- Casters: Mike (s17-s18). Father Thomas has it but did not cast it (s24).
- Summary: As played: repairs a single break or tear in an object.
- Notable: Mike’s first cast for Nessa’s family in s17, on their damaged sail [89][90]. Terry: “That’s a mending getting used correctly.” [91]. In s18 he mended the skiff through the Mizzium Apparatus: “you see the hole kind of grow together as the wood warps and winds around each other.” [92][93]. In s24 Father Thomas offered it for Kole’s broken lute, “I’ve got mending. I get it.” [94]; it was not cast on screen.
Message
- Casters: Mike (s18, through the Mizzium Apparatus).
- Summary: As played: a whisper to a creature within range, which can whisper back.
- Notable: The cast that killed Mike. Questioned by the Aurelian patrol on the road to The Bright Gate, he raised a copper wire to his lips: “I’m casting the message spell. Message cantrip.” [95][96]. As it was “currently not on your cantrip list”, it went through the apparatus ([97][98]; ruling 14); the confessor raised a finger at him, and the DM called initiative [99][100]. See Glenn.
Mind Sliver
- Casters: Cholmondeley (s2); Kole (s23).
- Summary: As played: an Intelligence save or psychic damage, and a d4 off the target’s next saving throw.
- Notable: Cholmondeley tried it on a pack of bugs in s2: “I’m going to hold my finger to my head like Professor Xavier and stare at them.” [101][102]. It was Kole’s only attack while manacled, since “this one is just verbal anyway” [103]: the pendant cultist saved, “you just meet a steel wall” [104], and the greatsword skeleton failed and took the maximum [105][106].
Minor Illusion
- Casters: Caelumn (s2-s3).
- Summary: As played: a small illusion that changes how a patch of ground looks.
- Notable: In s2 Caelumn offered to make a muddy path look clean for Vasquez [107]. In s3, as Harvo vaulted a stream on a pole, he made the far bank look like dry ground when it was not: “I’m trying to sabotage the team.” [108]. Harvo landed and slipped in the mud [109].
Prestidigitation
- Casters: Caelumn or Cholmondeley (s2; who cast it is not clear); Caelumn (s10, s13); Ruin (s11-s12); Steven and Mike (s17-s18); a caster who is not named (s23).
- Summary: As played: small tricks: clean or soil, warm, chill or flavour, light or snuff a small flame.
- Notable: First cast in s2 to put out small fires, “frantically casting Prestidigitation” [110][111]. Ruin warmed and flavoured the party’s food with it [112][113] and snuffed the last of a fire [114]. In s17 Steven snapped his fingers to clean the party’s clothes, Mike copied him, and “your clothes and everything is just pristine” [115][116][117]; in s18 Steven scrubbed the Winged catfish’s acid off the skiff with it [118][119]. In s23 someone cleaned the dead cultist’s robes so that Kole could wear them: “Yeah. I’ll cast a Prestidigitation on them.” [120][121].
Produce Flame
- Casters: Caelumn (s3, s5).
- Summary: As played: a flame in the hand that lights things and can be hurled.
- Notable: In s3 Caelumn lit a torch with it before leading the way into a dark cave [122]. In s5 he cast it in a room full of spores [123]; the spores exploded, the party made Dexterity saves, and the blast dealt 28 fire damage [124]: “I just fucking cast Fireball on us.” [125]. Terry still held it against him in s17: “you decided it was a good idea to cast a fire spell there and you’d blow us all up” [126].
Ray of Frost
- Casters: Barney (s20).
- Summary: As played: a beam of cold fired from Barney’s wand.
- Notable: In the s20 road ambush Barney cast it at the ghoul that Terry had already attacked [127], his tools rearranging into a wand “which I use now to cast a beam of solid ice cubes at this ghoul’s head.” [128].
Sacred Flame
- Casters: Ruin (s12); Althea (s15).
- Summary: As played: a Dexterity save or radiant damage, with no help from cover.
- Notable: Ruin’s answer to a creature with two extra points of AC in s12: “sacred flame it is dex 14 saving throw” [129][130]; it failed on an 8 and took five radiant [131]. In the last fight of s15 Althea chose it over Toll the Dead [132]; the target passed its DC 14 Dexterity save on a natural 20 [133].
Shillelagh
- Casters: Cholmondeley (s2); Mike (s17); Father Thomas (s19-s24).
- Summary: As played: a bonus action that makes the caster’s staff or cane a magic weapon, attacking with his spellcasting ability.
- Notable: Cholmondeley’s cane, through Magic Initiate: “bonus action shillelagh is always my filler really.” [134]. Mike cast it in the s17 reef fight [135]. Father Thomas’s first spell on screen: he whirled his quarterstaff to show Steven that “some magics can be used for good” [136], and he renews it as a bonus action in most fights [137][138][139]. In s23 he struck the sealed inner door of the ridge temple with it: “You get the sense that whatever is inside the room knows you’re here now.” [140][141]. In s24 it ended both spectres: the first “just kind of evaporate into a cloud of smoke” [142], the second “you make it vanish into smoke” [143]. He had declared a Booming Blade strike at a skeleton, but the DM narrated a staff blow on a spectre [144][142]. He renewed it for the knight fight [145][146].
Shocking Grasp
- Casters: Harvo (s3, s9); Ruin (s10-s11, s13); Terry (s13, s21).
- Summary: As played: a melee spell attack of lightning; a target that is hit cannot make opportunity attacks until its next turn.
- Notable: Harvo’s s3 attempt missed; he noted that the old advantage against metal armour had gone, and the DM agreed [147][148][149]. In s9 he reminded the table of the 2024 rider: “because of Shocking Grasp, it can’t make opportunity attacks until the start of its next turn.” [150][151]. Ruin’s first cast killed an enemy outright in s10 [152][153]. Terry took it up in s13 to get out of melee [154][155], and chose it over True Strike in s21 as “slightly safer” [156].
Sorcerous Burst
- Casters: Caelumn (s5-s6, s18, s22-s24); Ruin (s14).
- Summary: As played: a ranged spell attack whose damage type the caster picks, with an extra die each time a damage die rolls its maximum.
- Notable: First cast in s5, as lightning: “I’ll just cast Sorcerous Burst and change it to lightning damage” [157]. In s6 a thunderous burst parted a shadow creature’s form [158][159]. Ruin tried it twice in the first s14 fight [160][161]. In s18 Caelumn cast it as lightning at the Winged catfish [162][163]. His running hope is the maximum roll: “One day I’ll roll an 8 with Sorcerous Burst, you know, one day.” [164]. In s23 he rolled sixes instead: “I hit the 6 again.” [165][166]. In s24 he blasted the swinging statue with acid “until it’s dead” [167], and the DM: “it finally crumbles and it is destroyed” [168]. He then melted the two statues beside the knight chamber’s hidden door [169][170][171].
Thaumaturgy
- Casters: Ruin (s14).
- Summary: As played: a minor wonder; Ruin used it to throw a door open.
- Notable: “Stand back and then just use Thaumaturgy to open the door” [172]. The DM: “As you cast Thaumaturgy the door blows open” [173].
Thorn Whip
- Casters: Father Thomas (s23, s24).
- Summary: As played: a spell attack at range for piercing damage that drags the target up to ten feet towards the caster.
- Notable: “With Thorn Whip and drag him closer to me” [174]: a 24 hit the zombie next to Caelumn for three piercing and pulled it ten feet, and the DM added the prone condition “for free” [175][174][176]. He had asked whether the big skeleton standing between them would block it, and the DM ruled that it would not [175][177]. In s24 he cast it at the root room’s staff, “to grab the staff and bring it closer” [178]; the spell failed, and the DM said the vines “gently place it back onto the mantle” [179].
Toll the Dead
- Casters: Althea (s15-s16); Father Thomas (s21, s23, s24).
- Summary: As played: a Wisdom save or necrotic damage, a d12 against a target that is already hurt.
- Notable: Althea flavoured it as a bell crushed out of stone or iron. Terry joked in s15 that throwing the bell would do more damage [180][181], and she finished a kuo-toa by throwing it at him [182][183]; she ended the first s16 fight by tossing a cowbell at the last creature’s face [184][185][186]. Father Thomas cast it on the living skin at the end of s21, and it saved on a natural 20 [187][188]. In s23 he twice cast a cantrip he did not name, with the same save and a d12 of necrotic damage, on the greatsword skeleton to test whether necrotic worked; it did [189][190][191]. In s24 it took the third skeleton to 0 for 10 necrotic damage [192][193], after which the DM rolled a Constitution save that kept it on 1 hit point [194][195]. He cast it again and again at the root room’s roots [196][197], and at the knight of smoke, which failed a Wisdom save on a 13 and took damage that was “very little” [198].
True Strike
- Casters: Terry (s5-s10, s12-s13, s18-s19, s21-s24).
- Summary: As played (2024 rules): a weapon attack made with the spell, its damage radiant if Terry chooses.
- Notable: First cast in s5 through a light crossbow: “With a light crossbow using True Strike radiant damage” [199]. From s8 he paired it with his silvered short sword [200][201], and asked in s11 whether its radiant damage would get past Nullstone [202]. In s15 the DM narrated it on his scimitar, and Terry corrected him: “that wasn’t true strike” [203][204]. In s23 he explained why he had no second attack: “Not when I use true strike.” [205][206]. Whether it counts as arcane in Aurelia is an open ruling (ruling 17). In s24 he cast it twice at the third skeleton, “burning away some of its undeath” [207], the second time “another crit and max damage” [208], and again at the root room’s roots [209][210]. He named “the rapier” for it [211], a weapon not otherwise on record for him.
Word of Radiance
- Casters: Father Thomas (s21, s23, s24).
- Summary: As played: creatures of the caster’s choice next to him make a Constitution save or take radiant damage.
- Notable: First cast at the ridge temple’s entrance in s21: “I’m going to cast a word of radiance. The two guys to my south each take a constitution saving throw.” [212]; he cast it again and again as that fight went on [213][214][215]. In s23 he chased a fleeing zombie to use it, “all the three guys around me take a con save” [216]; the damage was a single point of radiant, which the greatsword skeleton took [217][218]. In s24 he cast it on the knight statue, “Bathing it in radiant light”, and again “Nothing happens” [219][220].
1st-level spells
Absorb Elements
- Casters: Terry (s16-s18, s22).
- Summary: As played: a reaction when Terry takes elemental damage, giving resistance to that type, and extra damage of that type on his next melee hit.
- Notable: First used against a flameskull’s 24 fire damage in s16 [221][222]. He used it again in the s17 reef fight [223], against the Winged catfish’s 45 acid in s18 [224] and against the flameskulls’ fire in s22 [225][226]. He keeps his first-level slots for “shield, absorb elements, and silvery barbs” [227]. On its duration, Terry read the text in s22, “you have resistance to the triggering damage type until the start of your next turn” [228], and the DM, unsure, let it stand [229][230].
Alarm
- Casters: Terry (s6-s8).
- Summary: As played: a ritual ward on an entrance or a camp that alerts Terry when something crosses it.
- Notable: First cast in s6 on the entrance to the storeroom where the party rested [231]. In s7 Hugo slipped out through the window, and Terry found the ward had not covered it: “i’m not expecting necessarily to come through the door i thought you just put it around the whole room” [232][233][234]. In s8 an ambush interrupted the casting: “I was casting alarm! I didn’t even get to do Find Familiar yet! Can you please just let me cast my fucking spells in peace?” [235]. He finished it at the s8 camp later that night [236][237].
Armor of Agathys
- Casters: Kole (s23).
- Summary: As played: a bonus action that wraps the caster in cold and gives him temporary hit points; a creature that hits him in melee while they last is hurt by the cold.
- Notable: Cast as soon as his hands were free: “i am gonna cast Armor of Agathys on myself”, his armour showing under his fine clothes as it “wraps itself in a cold kind of magic” [238], for “10 temporary hp” [238]. A ghoul’s bite used up exactly that, and “in the same moment, you see him just kind of turn to ice. As he falls to the floor and shatters into a million pieces.” [239][240][241].
Bless
- Casters: Cholmondeley (s2); Althea (s15-s16); Mike (s18); Father Thomas (s19, s22).
- Summary: As played: concentration; up to three creatures, more when upcast, add a d4 to attack rolls and saving throws.
- Notable: Cholmondeley cast it at the DM’s prompting in the s2 dryad fight [242][243]. Althea opened her fights with it at second level [244][245], with an incantation of her own: “by fire by hammer by the ring of creation to grant them strength” [246]. Mike blessed Steven, Terry and Hugo against the Winged catfish [247], and later the three swimmers in the open sea [248]. Father Thomas cast it at second level on four of the party in the s19 fey ambush [249][250][251] and blessed everyone in s22 [252].
Burning Hands
- Casters: Caelumn (s5, s10-s13, s15, s23).
- Summary: As played: a cone of fire from the caster’s hands; a Dexterity save for half damage.
- Notable: First cast in s5, where all three targets saved: “They all three make it. Of course they do.” [253][254]. In s11 Caelumn breathed fire as Dragon’s Breath for “45 damage split between them all”; told that the spell gives the breath to a later action, he changed it to Burning Hands at second level [255][256][257]. In the s12 goblin fight two of the three made their saves [258][259]. In s15 every target failed: “they will take 17 damage” [260][261]. In s23 he readied it round a corner for the ambush, with the DM’s leave, and released it as Kole stepped clear [262][263][264][265].
Chromatic Orb
- Casters: Caelumn (s4-s8, s10-s11, s13-s20, s22-s23).
- Summary: As played: a ranged spell attack of a damage type the caster picks; when two damage dice match, the orb leaps to another target.
- Notable: Caelumn’s signature damage spell. In s4 the DM allowed Twin Spell on it against two targets [266][267]. Its first leap came in s5, from a thunder orb: “two of those are threes Which means I get to roll an attack On the other one as well” [268][269][270]. In s17 a leap came up a natural 20 for 52 damage, obliterating a small water wolf, though the DM had doubled the damage rather than rolled crit dice [271][272]. In s23 the DM stopped him calling it force, “I don’t think you can do force” [273]; it went in as fire and killed the pendant cultist [274].
Command
- Casters: Terry (s5); Caelumn (s6, s9, s21); Mike (s18); Father Thomas (s19, s21-s22).
- Summary: As played: a one-word command; on a failed Wisdom save the target obeys on its next turn.
- Notable: Terry commanded the fungal giant to flee in s5; when the DM took it for a charm effect, Terry argued that it is not, needs no shared language and “even works on Undead now”, and the DM accepted it [275][276]. Caelumn’s “halt” in s6 “seems to find no mind to command” [277][278]. Mike’s “approach” drew the Brinemaw Wyrm in [279][280]. Against the living skin in s21 Caelumn’s “release” made it let go of Father Thomas, on its own turn [281][282][283]. Father Thomas held off casting it while blinded, reading it as needing sight of the target ([284]; ruling 70).
Cure Wounds
- Casters: Caelumn (s2-s7, s9-s11, s13, s15, s18-s19, s22); Terry (s5); Harvo (s8).
- Summary: As played: a touch that heals 2d8 plus the caster’s modifier at first level.
- Notable: Caelumn has a free first-level casting once a day, which he calls his feature [285], and has used it since s2: “I will cast Cure Wounds on myself” [286]; “my once per day first level one, which doesn’t count as a spell slot usage” [287]. He brought Mike back from 0 hit points with it in the s18 catfish fight [288][289][290]. Terry cast it at second level on a fallen companion in s5 [291]. In s8 the succubus charmed Harvo, “please be a dear and heal me with your biggest spell”, and he healed her with it [292][293][294].
Detect Magic
- Casters: Harvo (s2, s5, s9); Caelumn (s3); Terry (s6, s16); Ruin (s12-s13); Mike (s17); Father Thomas (s24).
- Summary: As played: concentration, or a ten-minute ritual; senses magic nearby and its school.
- Notable: Harvo cast it first, in s2 [295]. In Umbrafall it is swamped: “It’s basically like looking at something flying in front of the sun.” [296], and the same held at night in s6 [297]. In the Black Vein Quarry Harvo’s cast picked out an illusion-covered wall: “Oh my god, Detect Magic actually did something! We weren’t just overloaded.” [298]. Mike ritual-cast it on Hugo’s Biogloom vials, “mostly necromancy and transmutation with a faint evocation magic” [299][300]. In s22 the DM ruled that an Arcana check cannot tell whether an item is magical ([301]; ruling 97). In s24 Father Thomas began it as a ritual while Kole cleaned the vampire-lord statue [302]; no result was narrated, and Terry expected it to be “probably inconclusive” [303].
Dissonant Whispers
- Casters: Caelumn (s16, s21).
- Summary: As played: a Wisdom save; a target that fails takes psychic damage and must use its reaction to move as far away from the caster as it can.
- Notable: First cast in s16, after a free Misty Step away: “dissonant whispers on the one in front of us DC 15 wisdom” [304]. The target saved on a 16, and “it shields its mind and it only takes half damage” [305][306]. Caelumn cast it free again against the living skin in s21 [307][308]; Terry’s view: “That’s why command is better because command it does it on its turn.” [309][310].
Faerie Fire
- Casters: Father Thomas (s23). An earlier cast in s4, where the caster is not clear [311].
- Summary: As played: concentration; creatures in the area that fail a Dexterity save glow, attacks against them have advantage, and invisibility does not help them.
- Notable: In the s4 fight with the great cats the DM asked “Where would you like to cast your Faerie Fire?”, and attacks on the lit cat had advantage [312][311][313][314]. Father Thomas readied it for the s23 ambush and released it on six enemies [264][315]; he took the Dodge action to keep his concentration: “People have advantage on this chick as long as I’m alive.” [316][317]. He cast it again in the second fight, and the DM released it when its only target fell [318][319]. In s19 he had thought of it, but it would have lit the party too [320][321].
Find Familiar
- Casters: Terry (s8, s11); Mike (s18).
- Summary: As played: an hour-long ritual with incense that conjures a small spirit companion, which scouts and shares its senses.
- Notable: Terry tried for most of s8 to cast it in peace [322][323][235] and finished it late that session [324]; the owl is Earthwing the owl. He resummoned it in s11: “I bring back Earthwing, my owl, who pops his head out of my shell.” [325][326]. After the owl was killed scouting in s16 [327], it was not resummoned in s21, since the ritual needs a fire [328][329]. Mike conjured a deer, Bobby, on the Aurelian coast [330][331].
Goodberry
- Casters: Mike (s18).
- Summary: As played: magical berries that stand in for a meal.
- Notable: As the party turned in on the Aurelian coast, Mike cast it “with my very last spell slot” [332][333], and the table lined up: “Could I have a Goodberry please? I’d like a Goodberry.” [334].
Healing Word
- Casters: Father Thomas (s24).
- Summary: As played: a quick healing spell that pulled a dying ally back up from 0 hit points.
- Notable: Caelumn lay at 0 in the root room while the table argued about whether to leave, and the DM called his death saves in one batch: “He’s very dead.” [335][336]. Father Thomas said he had pictured himself casting Healing Word as Caelumn coughed up blood [337], and the DM, after asking whether he had a slot, ruled “I’m going to allow you to do this.” [338]: once, with a warning that “it’s not sliding again” ([339]; ruling 114). Caelumn was healed for seven: “You heal for seven and you get pulled out of the Clutch of Death” [340]. By Father Thomas’s own count it cost him his last first-level slot, leaving one second-level slot [341]. This is the first time the spell is cast on screen.
Hellish Rebuke
- Casters: Ruin (s11, s13).
- Summary: As played: a reaction when Ruin is damaged; the attacker makes a Dexterity save or takes fire damage.
- Notable: His tiefling heritage gave it to him, with one free casting besides his slots [342][343]. First used in s11: “Okay, then I use my fucking Hellish Rebuke.” [344][345]. In s13 it burned Bubba Walker, “engulfed in flame” [346][347], and he used it again after a rolling pin to the face: “How do you feel about this fucker burning to a crisp?” [348][349].
Hex
- Casters: Ruin (s13-s14).
- Summary: As played: concentration; a black mark that adds necrotic damage to Ruin’s hits and weakens one of the target’s abilities.
- Notable: First cast in s13 as a bonus action: “you conjure black mark over his his head and you feel his strength diminish.” [350][351]. He kept it going when Bubba Walker hit him, as his Hellish Rebuke burned Bubba in return [346][347], and in s14 paired it with Eldritch Blast [47][48].
Ice Knife
- Casters: none in the party. Cast by Maelis Dirn (s6).
- Summary: As played: a thrown shard of ice; the target makes a Dexterity save.
- Notable: In the s6 fight in The Warrens, Maelis pulled out an ice knife and threw it at Vasquez, calling for a Dexterity save [352].
Identify
- Casters: Harvo (s8); Ruin (s13); Althea (s16).
- Summary: As played: a ritual or a touch that reveals what a magic item is and does.
- Notable: In s8 the DM let Harvo cast it on Hugo’s find [353][354]. Ruin’s cast in s13 showed an axe to be “a plus one Great Axe” [355][356]. Althea’s ritual in s16 revealed the Hat of Disguise [357][358][359], and later that session she ritual-cast it on a door [360][361].
Jim’s Magic Missile
- Casters: Terry (s6-s8, s11, s14); Steven (s18).
- Summary: As played: like Magic Missile, but each dart rolls to hit and does more damage; a natural 20 crits, and a natural 1 makes every dart miss and backfire on the caster.
- Notable: Terry introduced it in s6 with his last slot, to a puzzled DM: “Jim’s what? Jim?” “From Acquisitions Incorporated.” [362][363]. His explanation: “It’s like magic missiles, except it does more damage, but you have to roll to hit.” and “if I roll a one, they all miss and they backfire and hit me.” [364][365]. Its first dart was a natural 20 [366]. Later that session he renamed them “Terry’s magic missiles” [367]. Three darts brought down an owlbear in s11 [368][369]. Steven cast it once at the Winged catfish, for “five points of force damage” [370][371].
Magic Missile
- Casters: Caelumn (s8-s9, s19, s21). Cast at the party by flameskulls (s16, s22).
- Summary: As played: darts of force that hit automatically, three at first level and one more for each higher slot.
- Notable: Caelumn’s first cast was at first level on the s8 succubus, after Terry told him that he should have taken the Jim’s version [372][373]. In s9 his quickened darts hit The Succubus three times, “6 damage but 3 concentration rolls”, all of which she made, before his Fire Bolt broke her concentration [374][375][59]. A flameskull’s darts knocked Althea unconscious in s16 [376][377]. In s22 the flameskulls’ darts cost Terry his concentration on Elminster’s Elusion, one save per dart ([378][379]; ruling 96). Terry’s own version is Jim’s Magic Missile, above.
Sanctuary
- Casters: Barney (s20).
- Summary: As played: a bonus-action ward; a creature attacking the warded one must pass a Wisdom save or pick another target, and the ward ends if the warded creature attacks or casts a spell.
- Notable: Barney warded Caelumn in the s20 road ambush [380], and Father Thomas thanked him: “Thank you very much, Sanctuary Man.” [381]. Caelumn then had to choose between keeping it and casting: “if I’m going to cast a spell and lose it that’s going to fucking suck” [382][383].
Searing Smite
- Casters: Cholmondeley (s2).
- Summary: As played: a bonus action; the next weapon hit adds fire damage and leaves the target burning until it passes a Constitution save.
- Notable: Cholmondeley’s big turn in the s2 dryad fight: “And as a bonus action I’m going to Searing Smite him.” [384]. The burn added a d6 and a Constitution save to put it out [385]. His verdict: “Searing smite’s better than divine smite. Fight me on it.” [386].
Shield
- Casters: Caelumn (s3-s4, s6-s11, s16, s19-s21, s23); Terry (s5, s7-s8, s12, s15-s16, s22-s23); Harvo (s9); Mike (s17-s18); Father Thomas (s19, s21).
- Summary: As played: a reaction when hit; +5 AC until the caster’s next turn, and no damage from Magic Missile.
- Notable: Caelumn has a free casting of it, as he has of Cure Wounds: “no, because I cast shield for free” [387][388][389]. Terry’s shell glows when he casts it [390][391]. In s9 Harvo’s Shield turned the dominated Hugo’s first blow, but the second was a natural 20 that killed him [392][393][394]. Father Thomas’s s19 Shield drew the ruling that a cleric’s Shield is “still gonna be an arcane spell” for Aurelian detection ([395][396]; ruling 77); blinded in s21, he could still cast it ([397]; ruling 68). In s23 a greatsword skeleton met Terry’s Shield with a shield bash [398][399][400].
Silvery Barbs
- Casters: Terry (s6, s8, s15, s17, s19, s22).
- Summary: As played: a reaction when a creature succeeds on an attack, check or save; it rerolls and keeps the lower result, and an ally gains advantage on its next roll.
- Notable: First cast in s6, when a thrown boulder hit Caelumn with a natural 20 for 42 damage [401][402]. Opening “this can of worms to save Caelumn” [403], Terry rerolled it and gave the advantage to Vasquez; the new 17 met Caelumn’s Shield [404][405][406][407]. The worry: “Nick basically takes it as a counter that he will later use against us.” [408]. He spoiled natural 20s with it in s8, s15 and s17 [409][410][411]. “Silvery Barbs counter is up to 3.” ([412]; ruling 64). In s22 the reroll against the living skin kept its advantage on the blinded Hugo ([413][414]; ruling 89).
Tasha’s Hideous Laughter
- Casters: Terry (s6-s7).
- Summary: As played: concentration; a target that fails a Wisdom save collapses laughing, and saves again at the end of its turns or when it takes damage.
- Notable: First cast in s6, held until Hugo had struck; the target saved on a 16 [415][416][417]: “For fuck’s sake. Well, this is why I don’t take these spells normally. They don’t work. Ever.” [418]. In s7 it worked, the target failing on an 8: “Fucking it did it! It worked!” [419][420][421]. By s9 it was the only concentration spell he had [422].
Tenser’s Floating Disk
- Casters: none on screen. It was on Mike’s list of 1st-level spells [423].
- Summary: Ritual; a floating disk of force that carries a load behind the caster.
- Notable: Never cast before Mike’s death in s18.
Unseen Servant
- Casters: Mike (s17-s18).
- Summary: As played: a ritual that makes an invisible, mindless force to do simple tasks, each lasting an hour.
- Notable: Mike cast it to row the skiff for Hugo: after ten minutes of “writing symbols in the air” an oar began rowing itself, and he reckoned he could keep six going [424][425][426]. “As the unseen servants take over rowing, Hugo, you can finally take a rest.” [427]. The servants lapse while he sleeps [428][429]. In s18 he set them to gather driftwood [430].
Witch Bolt
- Casters: Caelumn (s3, s5-s7, s9, s13, s18-s19); Ruin (s10-s11).
- Summary: As played: concentration; a ranged spell attack of lightning, then a d12 of lightning on each later turn while the target stays in range.
- Notable: Caelumn’s first cast, in s3, needed his inspiration to reroll the attack [431][432]. From s5 he upcast it rather than twinning it: “we’ve learned that it doesn’t twin it anymore” [433]; at third level in s6 it hit for 8d12 [434], and its d12 carried on into the target’s turns [435]. Ruin cast it on the s10 paladin [436] and in s11, where the DM noted that his exhaustion should have made it miss [437][438]. In s18 it wrapped the Winged catfish but could not hold it: “it is so ginormous that you can’t actually keep it under control with your witch bolt” [439].
2nd-level spells
Aganazzar’s Scorcher
- Casters: Caelumn (s21).
- Summary: As played: a line of fire; a Dexterity save for half damage.
- Notable: Cast in the first s21 fight after Innate Sorcery, which raised the DC to 16 [440][441][442]; a target that saved took half [443][444]. In s12 he had named it for the burning building before choosing Dragon’s Breath [445][446].
Alter Self
- Casters: Caelumn (s18).
- Summary: As played: Caelumn reshapes his own body; in s18 he gave himself gills and a swimming speed.
- Notable: When the skiff went down in s18 he cast it to “give myself gills and swimming speed, so I can breathe and swim underwater like normal” [447][448]. Mike could already breathe underwater, and the table worried about Steven, who could not swim [449][450].
Augury
- Casters: Father Thomas (s20-s21, s24).
- Summary: As played: a ten-minute ritual asking the Everlight whether a course of action bodes weal or woe.
- Notable: First cast in s20, to ask the Everlight “is it a good idea to go across this bridge and encounter this patrol or this checkpoint” [451]. He reads it in runes etched on pieces of bone, and the DM asked: “Did you see the sign for Weal and Woe?” [452][453][454]. He cast it again in s21 before going after the undead [455][456]. In s24 he took ten minutes over it, asking the Everlight whether to go on and try to rescue the boy [457][458]. The answer was “it is weal and woe” [459], and the DM added that it could go very much both ways [460][461].
Detect Thoughts
- Casters: Mike (s17, through the Mizzium Apparatus).
- Summary: As played: concentration; read a creature’s surface thoughts, and probe deeper on a failed Wisdom save.
- Notable: Mike cast it on Hugo during the s17 night on the skiff, passing it off as “a simple guidance spell” [462][81]; his Arcana check for the apparatus came to 29 [463]. Hugo failed his first save on a 7 [464][465]; on a later probe he saved on an 18 but chose to tell him: “I am the result of some form of experiment. And that I’m one of a few survivors.” [466][467][468].
Dragon’s Breath
- Casters: Caelumn (s12). An s11 casting became Burning Hands.
- Summary: As played: the caster touches a creature, here himself, which can then use its action to exhale a cone of the chosen element.
- Notable: In s11 Caelumn breathed fire with it, until the DM read that the breath takes a further action, and he changed the spell to Burning Hands [469][255][470]. In s12 he cast it on himself as cold to fight a fire, “I’m going to do that just for the memes.” [446], breathing a 15-foot cone that put out some of the flames [471][472].
Enhance Ability
- Casters: Mike (s17). Father Thomas says he has it prepared [473].
- Summary: As played: concentration; advantage on checks with one chosen ability.
- Notable: Mike cast it to search the ship for crafting supplies with advantage: “i am going to cast enhance ability so i can do it with advantage” [474]. His 16 found nothing [475].
Hold Person
- Casters: none in the party. Cast by the pendant cultist (s23).
- Summary: As met in play: an incantation and a “black bolt” [476], resisted with a Wisdom save. What it does on a failed save has not been seen.
- Notable: In the first round of the s23 ambush the cultist answered Kole’s failed Mind Sliver in kind, “this is how a real magician does it” [477]. The save was a natural 20 [478], and the DM named the spell: “you get a pretty good idea that this was a Hold Person spell you’ve seen it cast a few times before” [476]. On the DM’s wording the target was Kole; whose roll the natural 20 was is not stated.
Lesser Restoration
- Casters: Ruin (s11).
- Summary: As played: a touch that ends a poison.
- Notable: In s11 Ruin used it on himself once the DM agreed that food poisoning counts as a poison: “Alright, your diarrhea is cured.” [479][480][481].
Mirror Image
- Casters: Caelumn (s9); Terry (s16, s20-s21).
- Summary: As played: three illusory duplicates, rolled for with d6s, that draw attacks away from the caster.
- Notable: Caelumn cast it in the s9 quarry fight [482], and a skeleton’s arrow hit one of his duplicates [483][484]. Terry took it up in s16, and the DM: “Jesus, you’re just upping defences” [485][486]. In the s20 road ambush he guarded Laura Bennett behind Bladesong and Mirror Image [487][488][489], and he cast it again going into the s21 fight [490].
Misty Step
- Casters: Caelumn (s16, s23); Mike (s18); Kole (s23, s24).
- Summary: As played: a bonus action that teleports the caster up to 30 feet to a spot he can see.
- Notable: Caelumn’s first cast was a free one in s16, to get away before his Dissonant Whispers [304]. In the s18 catfish fight Mike, dragged at in the water, took Terry’s suggestion and stepped back onto the skiff [71][72][491]. Blinded in s21, Caelumn could not use it: “But you need to see the point in order to use Misty Step.” ([492][493]; ruling 69). In s23 Kole stepped out of his captors’ grip in “a strange, almost green fire”, taking the manacles with him [494][495][496], and Caelumn used it to get away from the cultist [497][498]. In s24 Kole offered to grab the root room’s staff and Misty Step out with it [499], which the party did not take up, and later used it to get clear of the knight of smoke after disengaging [500][501].
Moonbeam
- Casters: Father Thomas (s22).
- Summary: As played: concentration; a beam of pale light that the caster can move; a creature in it makes a Constitution save or takes radiant damage.
- Notable: Father Thomas thought of it in s21 but held back [502][503]. In s22 he cast it on the merged Flameskull, which failed its DC 14 save and took 2d10 radiant [504][505][506]. The DM: “okay why does no one use moonbeam before that’s fucking a lot of damage” [507]. The skull was “not really shapeshifted”, so the beam could not split it apart ([508]; ruling 95); moved each turn, it burned out the necrotic magic keeping the skull alive and ended the fight [509][510][511].
Phantasmal Force
- Casters: Mike (s17, through the Mizzium Apparatus); Kole (s24).
- Summary: As played: concentration; an illusion the target takes as real, 2d8 psychic damage a turn on a failed Intelligence save, and the target may spend its action trying to see through it.
- Notable: Mike trapped the Brinemaw Wyrm in an illusory cube of lava in the s17 reef fight [512][513]; it failed its Intelligence saves on a 10 and a 12 [514][515][516][517]. The DM ruled that the 2024 version does 2d8 a turn, not the old 1d6 [518]. He also ruled that attacks on the trapped creature have advantage, since it cannot see its attackers though it is not blinded, adding “i’ll look up the rule after” [519]. In s24 Kole cast it on the knight of smoke, a box of crushing spikes, and the knight’s Intelligence save came to 18 against his DC 14 [520].
Prayer of Healing
- Casters: Father Thomas (s23).
- Summary: As stated at the table: one roll of 2d8 healing for the whole party, with the benefits of a short rest.
- Notable: After the first s23 fight, with no time for a long rest [521], Father Thomas cast it: “I’m going to cast prayer of healing which will give everybody 2d8 hit points and allow you to do whatever you can do on a short rest.” [522]. “Yes, one roll for everyone.” [523], and it came to “only six hit points” [524]. Kole expected a spell slot back from it, and Father Thomas counted his Channel Divinity and the fighter’s Second Wind among what it restores; the DM let these readings stand [525][526].
Shadow Blade
- Casters: Terry (s15, s19).
- Summary: As played: concentration; a sword of shadow that deals psychic damage and can be thrown.
- Notable: First cast in the s15 sewer fight: “I’m casting Shadow Blade” [527]. The DM described its cut: “it doesn’t really cut physically but you seem to cut his soul” [528]. He allowed it to be thrown, since it has the thrown property, and it returns on Terry’s next turn [529][530][531]. Terry cast it again in the dim light of the s19 fey ambush [532].
Suggestion
- Casters: Kole (s24).
- Summary: As played: a spell that puts a suggestion into a creature’s mind; Kole tried it on a statue.
- Notable: His last idea at the knight statue, when nothing else had worked: it would fail “if it doesn’t count as a creature” [533]. The DM finished the sentence he had begun: “Find any mind that it can attach to” [534]. It found nothing, and soon afterwards Terry pushed the statue over [535].
Web
- Casters: Caelumn (s6).
- Summary: As played: sticky webbing over an area; a creature in it makes a Dexterity save or is restrained, and must use its action on a Strength check to break free.
- Notable: A scroll of it turned up in s3 [536]. In the s6 fight in The Warrens Caelumn put it in The Titan’s path; it tore free with a 19 on its Strength check, spending its action [537][538][539][540]. He then held back a Fire Bolt, since it would set the web alight [541].
Wither and Bloom
- Casters: Caelumn (s6, from a scroll).
- Summary: As played: necrotic damage in an area on a failed Constitution save, and an ally in the area may spend a Hit Die to heal.
- Notable: The scroll came from the s5 loot [542]. Caelumn read it against Maelis Dirn in s6: “I will use a spell scroll called wither and bloom So that will let Vasquez use one of his Hit die to get himself up” [543]; she failed the DC 14 Constitution save on a 5 and took 2d6 necrotic [544]. The scroll is spent.
3rd-level spells
Fireball
- Casters: none in the party. The table took the flameskulls’ blasts for Fireball (s16, s22).
- Summary: As met in play: a flameskull ignites a ball of fire that engulfs the area; a Dexterity save halves the damage.
- Notable: In s16 a flameskull’s blast hit Terry for 24 fire and Caelumn for half [545][221], and someone at the table said “it casts fireball” [546]. In s22 a skull “ignites a small ball in its mouth, fires at the floor, and the entire room is engulfed in flame”, for 26 [225][547]. Caelumn has wished for it more than once: “I don’t have fireball yet we’re not high enough level” [304]; “Do you know how often I would be fireballing the entire party as soon as I unlock it?” [548][549].
4th-level spells
Charm Monster
- Casters: none in the party. Cast by the orchard tree-spirits (s13).
- Summary: As played: a Wisdom save against being charmed; a charmed creature cannot attack the one that charmed it.
- Notable: When Terry reached for a candied apple in s13, one of the tree-spirits cast it on him [550]: “Charm Monster? It’s got fucking Charm Monster!” [551]. He failed the save, and the DM ruled that he could not attack the creature that had charmed him [552][553][554].
Polymorph
- Casters: none in the party. Cast by Pixie Wonderbringer (s19).
- Summary: As played: a Wisdom save, or the target is turned into a beast.
- Notable: In the s19 fey ambush the pixie cast it at Terry, who failed his save and became a chicken [555][556][557]. He had first taken it for Banishment: “Oh, Polymorph’s wisdom, sorry, banishment’s charisma.” [558].
5th-level spells
Dominate Person
- Casters: none in the party. Cast by the s8 succubus (s8) and by The Succubus (s9).
- Summary: As played: concentration; a Wisdom save, or the target obeys the orders the caster whispers into its mind.
- Notable: In s8 the forest succubus dominated Terry and told him “use your highest level spells to heal me, please.” Terry: “I don’t have any healing spells. That’s fucking funny.” [559][560][561][562]. In s9 the quarry succubus dominated Hugo and pointed him at Vasquez, “kill that one” [563]. Caelumn’s Fire Bolt broke her concentration [58][59], but she touched Hugo again [564][565], and the dominated Hugo killed Harvo with a natural 20 [393][566][394].
Other spells (level not recorded)
These spells were cast from sources the players linked in the chat, and their level was not given at the table. The two session 23 entries at the end are here for a different reason: the spell was never identified, and the wiki does not guess.
Chain of Conviction
- Casters: Steven (s18).
- Summary: As played: smoke from his pact dagger forms a spectral chain that he slings at a creature, which makes a Strength saving throw; on a save it still takes half the force damage.
- Notable: Cast at the Winged catfish: “as I’m going to cast something called Chain of Conviction” [567]. It rolled a 17 and saved, shattering the chain, and took three or four force damage [568][569].
Elminster’s Elusion
- Casters: Terry (s18-s19, s22).
- Summary: As played: a bonus-action spell, “only on self”, held by concentration [570][571][379]. Terry sends its text to the chat rather than reading it out [572][573].
- Notable: He looked forward to it in s16: “Untouchable, motherfucker. I’m tanking, guys.” [574]. His first cast, against the Winged catfish in s18, was withdrawn as “a slight retcon” once the DM ruled that the fish’s breath was biological, not magical: “But dragon breath would be draconic magic. However, this is biological.” ([575][576][577]; ruling 15). He cast it in the s19 fey ambush [578] and against the flameskulls in s22 [570], where he lost it to their Magic Missile, one concentration save per dart ([378][379]; ruling 96).
Kole’s unidentified reaction
- Casters: Kole (s23, s24).
- Summary: Not identified. As played: a reaction to an attack that hit him, calling for a DC 14 Constitution save from the attacker and taking a d4 off the attack roll.
- Notable: When a zombie rolled a natural 20 against him, Kole’s player said “i’m going to respond use my reaction to use uh the spell” [579] and named one that cannot be made out. The DM had “never heard of that” [579]. It is “a dc14 con save”, after which “you’d then have to detract take one d4 off” the roll [579], and the table pointed out that it could not help: “20 can’t be made to a not 20.” [580]. The wiki does not guess at the spell’s name; a question for his player. In s24 he used a reaction again after a spectre’s touch hit him for six necrotic damage [581][582]; the DM called a Constitution save and the spectre passed it on an 18 [583][584]. The name is still unplaced.
Kole’s lit hand
- Casters: Kole (s24).
- Summary: Not identified. As played: a flame lit in Kole’s hand, which he calls Eldritch Fire.
- Notable: Before the Dracolich statue he lit his hand as a display of power, “I light my hand with Eldritch Fire” [585], and said that the statue might need one [586]. The DM stated no effect, and the statue did nothing. The name is Kole’s; whether it is a spell, a flourish of Eldritch Blast or something else is not stated. A question for his player.
The cultist’s conjured sword
- Casters: the pendant cultist (s23). The DM gave the spell no name.
- Summary: As played: a sword that appears in the air beside a target and attacks alongside its caster, kept up by her concentration.
- Notable: “she’s going to wave her hand in the air with a motion and behind you spawns a sword” [587]. It struck at Caelumn and then at Father Thomas, and missed every time [588][589][590]. The DM confirmed only “She’s concentrating.” [591], and she passed three Constitution saves to keep it [592]. Kole’s Eldritch Blast ended it: “that is enough to break her concentration as the sword dissipates into thin air” [52]. Caelumn guessed at “animate weapon or whatever it’s called” [593]; the DM never named it.
Class features that act as spells
Bardic Inspiration
- Used by: Terry (Bard era, s4-s5).
- Notable: Terry’s bard-era support before the respec: a bonus action giving Vasquez an inspiration die [594][595], which Vasquez then forgot to use [596]. The table agreed that it could go on a death save [597][598].
Bladesong
- Used by: Terry (Bladesinger, s15-s23; the subclass came with his level 4 in s14, [599][600]).
- Summary: Bonus action; Intelligence added to AC and to concentration saves, faster movement and advantage on Acrobatics. It is not a spell.
- Aurelian detection: not a safe way to fight in Aurelia. Terry claimed in s16 that “Bladesong isn’t technically magic, it’s dancing.” [601], but the DM ruled in s18 that Aurelians would consider it magical, since “the question is not did you cast a spell it is are you using unsanctioned arcane power” ([602]; ruling 13). Terry stood down at the patrol intercept rather than use it [603]. In s22 the DM agreed, tentatively, that his attacks under it are magical ([604][605]; ruling 90).
- Notable: First used in s15: “I activate Bladesong” [606]; on the same turn a natural 20 ran his scimitar through an Aurelian’s throat [607][608]. In s23 he kept his last use back: “Yeah, and I think there might be something worse coming that I need it for.” [609][610][611]. It was still unspent when the session paused [612]. In s24 he did not use it: he had one use left [613] and kept it back for the knight fight, when Father Thomas reminded the table of it and he called it his emergency [614][615].
Eldritch Cannon (Force Ballista mode)
- Used by: Harvo (artificer, s4-s9).
- Summary: A turret Harvo summons and fires; the force ballista pushes its target back five feet.
- Notable: First set up in s4: “I will use one of my Eldritch cannons.” [616][617]. In s5 a shot took a hand off a creature and pushed it back five feet [618][619]. Lost with Harvo’s death in s9 [394].
Twin Spell (metamagic)
- Used by: Caelumn (s3-s5, s7-s8, s10).
- Notable: The DM allowed it on Chromatic Orb against two targets [266][267]. Caelumn stopped twinning Witch Bolt and upcast it instead [433], and twinned a second-level orb at the s10 paladin [620]. Whether it helps against a single enemy was doubted in s13 [621]. See also House Rules.
Innate Sorcery
- Used by: Caelumn (s2-s7, s9-s13, s15-s24).
- Summary: 2024 sorcerer feature; a bonus action that gives advantage on his spell attacks and +1 to his spell save DC [622].
- Notable: First used in the s2 dryad fight: “I completely forgot this existed” [623]. His opener for a big turn ever since: in the s17 reef fight it preceded his Chromatic Orb leap for 52 damage [624][625]. In s23 he opened the ambush with it [626], and it set his Burning Hands DC at 16, “because of the plus one from Innate Sorcery” [265]. In s24 he claimed advantage on his Fire Bolt “because I’m sorcering” [66].
Pact of the Blade
- Used by: Steven (warlock, s17-s19).
- Summary: Warlock feature. A bonus action summons a pact weapon, which can use the warlock’s pact ability for attack and damage rolls.
- Notable: Steven’s pact weapon is a dagger that appears in his right hand with “a distinct smell of like expensive tobacco smoke” [627]. His first attack with it was a natural 20 on a water wolf, for nine damage once rolled as a crit [628][629]. His patron is not named; of his last contract, “last time I signed a contract, I got nightmares.” [630]. See Steven’s pact blade.
Mizzium Apparatus
- Used by: Mike (Vedalken caster, s17-s18).
- Summary: Not a spell or class feature in itself; an attuned wondrous item that lets the wielder cast spells by an Arcana check, with a backfire risk on a failed roll that casts a different random spell instead. See Mizzium Apparatus.
- Notable: His Arcana was high enough that he could not fail a first-level cast [631]. Spell access ran wide, minus a handful of paladin, warlock and ranger spells [632][633]. A spell off his own list, cast through it, counted as a magic-item cast, which is how the Message that killed him was detected ([97][98]; ruling 14).
Quicken Spell (metamagic)
- Used by: Caelumn (s6, s9, s19-s21).
- Notable: First used on a Witch Bolt in s6 [634]. In s9 it let him follow a Magic Missile with the Fire Bolt that freed Hugo from Dominate Person [374][58][59]. In s20 Father Thomas pointed out that he could simply quicken the Fire Bolt [635][636], and in s21 he quickened a Magic Missile [637].
Arcane Recovery
- Used by: Terry (s12, s15, s23).
- Summary: A wizard’s feature that brings back some spell slots on a short rest. It is not a spell.
- Notable: Terry first thought of it in s12 [638]. “And then I get my Arcane Recovery.” [639]. On the short rest outside the ridge temple at the start of s23, Caelumn turned four sorcery points into two first-level slots, and Terry followed: “And I used Arcane Recovery for a similar benefit.” [640][641].
Awakened Mind
- Used by: Kole (s23).
- Summary: As played: Kole speaks into another creature’s mind without a sound. The name is his player’s, and what grants it is not stated.
- Notable: His first contact with the party, made from captivity: “basically i’d basically make a telepathic communication with him” [642][643]. The link outlasted the moment: “Because I’m still connected to you, like, psychically.” [644]. Later he used it on Hugo to report what lay behind a door, “you’re gonna hear a voice in your head hugo” [645][646]; whether Hugo could answer was asked and not settled [647].
Encouraging song
- Used by: Kole (s23).
- Summary: As played: a tune on his lute that gives heroic inspiration to two companions. The name is his player’s; no rule text was read out, and what grants it is not stated.
- Notable: After Prayer of Healing, “i take out a lovely lute and i begin to start playing it with a gentle tune” [648]. It reached only two: “i’m gonna pick terry and Caelumn” [649], and each received heroic inspiration [650].
Second Wind
- Used by: Terry (s11, s13, s15, s22-s23); Vasquez (s2-s5, s7, s10, s13, s15).
- Summary: A fighter’s bonus action that heals the user. It is not a spell. Terry has two uses [651][652].
- Notable: A staple of Vasquez’s turns from s2 on [653][654][655][656]. Terry found it in s11: “Restore 11 HP. With second wind. And retract into my shell.” [657]; “I think this is the first time I used second wind I think I forgot I had it” [658]. It has been part of his turn since [659]. In s22 the undead plague stopped it healing him ([660][661][662]; ruling 85). In s23 he spent both uses in the first fight [663][664].
Channel Divinity
- Used by: Althea (s15-s16); Father Thomas (s19-s22, s24).
- Summary: A cleric’s feature, not a spell: Althea used Divine Spark and Turn Undead, and Father Thomas Twilight Sanctuary and Turn Undead.
- Notable: Althea’s Divine Spark healed for 8 in s15 [665][666], and her Turn Undead left the s16 ghouls “frightened and incapacitated” [667][668][669]. Father Thomas’s Twilight Sanctuary gives temporary hit points as turns end in it: “It’s 1d6 plus 4 temp HP.” [670][671]; he raised it again in s20, s21 and s22 [672][673][674]. In the s20 road ambush he turned undead instead, a DC 14 Wisdom save for every undead within 30 feet [675][676]. The table later misremembered his s21 Toll the Dead as Turn Undead [677]. In s24 he opened the knight fight with Twilight Sanctuary, “Since so many of us are so close to death” [678], by his count with two uses left. He read the die off his sheet, “oh it’s 1d6 that’s all it is” [679], the DM said “so it is 9 for the temporary HP this round” [680], and he took the maximum, 10, when he renewed it [681]. It ended when he fell: “the Twilight Sanctuary ends” [682].
Feats with spell-like effects
Magic Initiate
- Held by: Cholmondeley, Druid (for Shillelagh) and Wizard (for Shield and Booming Blade).
- Notable: Cholmondeley’s two Magic Initiate feats (one base, one from the variant-human origin) were the spine of his build, a paladin who attacks with Charisma and casts Booming Blade; on screen he attacked with Shillelagh and Booming Blade [15][134].
Mage Slayer
- Held by: Vasquez (s2-s16).
- Notable: It lets him choose to succeed on a failed Wisdom or Charisma save. Used in s15 when Mharos forced a Wisdom save on Vasquez at disadvantage [683].
Healing Light
- Held by: Ruin (s10-s13).
- Notable: Ruin’s healing feature, a pool of dice spent as a bonus action. He healed Vasquez for 11 in s10 [684], himself with 3d6 in s11 [685], Vasquez again in s12 [686] and Caelumn in s13 [687].
War Caster
- Held by: Father Thomas, who uses it to cast Booming Blade off his Shillelagh attack [19][21]. Terry planned to take it in s11 [688].
Notable DM rulings on spells
- Detect Magic in Umbrafall: swamped by the city’s magic, “like looking at something flying in front of the sun” [296]; still so at night [297].
- Twin Spell: allowed on Chromatic Orb against a second target [267]; not used on Witch Bolt after s5 [433]. See House Rules.
- Command: not a charm effect, and it works on undead [276]; it found no mind to command in the s6 creature [278].
- Bardic Inspiration can be spent on a death save [597][598].
- Healer’s kit with Battle Medic (s5): Harvo’s feat lets the patient spend a Hit Die, which Harvo rolls, and regain the roll plus 2 [689][690]; the kit has ten uses [691].
- Magic Missile and concentration: one concentration save per dart that hits ([375][378]; ruling 96).
- Dragon’s Breath gives the breath to a later action, so it cannot be breathed on the turn it is cast [470].
- Shadow Blade can be thrown, and returns on the caster’s next turn [530][531].
- Phantasmal Force: the 2024 version does 2d8 psychic a turn, not the old 1d6 [518]; attacks on a creature trapped in it have advantage, since it cannot see its attackers, a provisional ruling [519].
- Ranged spell attacks beside an enemy [692]: disadvantage applies only when the target being aimed at is within 5 feet. Restated for the new player in s23: “You don’t have disadvantage on creatures that are longer than five feet away from you” ([693]; ruling 61). Applied again in s24 [694][42][695].
- Maximilian’s Earthen Grasp on water [696]: the spell needs solid ground, and the sea floor was beyond its range, so Mike chose something else.
- Jumping into water from melee provokes an opportunity attack [697].
- Bladesong is magic in Aurelian eyes ([602]; ruling 13): the test is “are you using unsanctioned arcane power”, not whether a spell is cast. Terry’s s16 claim that it “isn’t technically magic” [601] was his, not a ruling.
- Spells cast through a magic item ([97][98]; ruling 14): a spell off the caster’s own list, cast through the Mizzium Apparatus, counts as a magic-item cast and so as arcane spellcasting.
- Breath weapons ([576]; ruling 15): the Winged catfish’s breath was biological, not magical, so Elminster’s Elusion had nothing to act on; “dragon breath would be draconic magic”.
- A cleric’s Shield is still arcane for Aurelian detection ([396]; ruling 77).
- Shield while blinded ([397]; ruling 68) and Misty Step needs sight of the destination ([493]; ruling 69).
- Silvery Barbs rerolls keep the conditions in play ([414]; ruling 89), and it needs sight of the target: “He needs to be able to see the enemy.” [698].
- Moonbeam and the merged flameskull: “it’s not really shapeshifted” ([508]; ruling 95).
- Readied spells (s23): a spell can be readied for the moment an ally moves, “you can ready an action for Kole to move” [699][700], and both readied spells went off on that ally’s turn [264].
- An area round a corner (s23): asked “Would you let me cast a spell around this corner”, the DM said “Uh… I would say yes.” [262][263].
- Chromatic Orb cannot deal force damage [273][274].
- Create Bonfire cannot be placed between squares: “No, sadly not.” [40][41].
- Faerie Fire ends when its only target is dead [319].
- A late Healing Word, once ([338][339]; ruling 114): “I’m going to allow you to do this.”, with the warning “it’s not sliding again.”
- Suggestion needs a mind to take hold of [534]: the knight statue had none.
- Blade Ward cannot be refreshed between the reveal and the roll [13].
- Twilight Sanctuary is played as a d6 plus 4 again [679][680][681], by the player’s own lookup and not a DM ruling (ruling 78).
Spells the party doesn’t have but keeps wishing for
- Fireball. Caelumn, the fire sorcerer, does not have it yet [622][304][701]. See Fireball, above.
- Revivify. When Cholmondeley died in s3, the DM confirmed “Revivify is a thing.” [702], but none of the party could cast it [703].
- Comprehend Languages. Faced in s23 with runes on a sealed door and a book nobody could read, Father Thomas asked Terry “seriously, you can’t comprehend languages?”, and got “No, I haven’t found a scroll.” [704][705]. “We gotta go buy a scroll of comprehend languages for Terry” [706].
See also
- Find Familiar: Terry’s repeat ritual.
- Earthwing the owl: Terry’s familiar.
- Magic Initiate: Cholmondeley’s two-feat spine.
- Mage Slayer: Vasquez’s Mharos-resistance feat.
- Magic Items Index: items that grant spell-like effects.
- House Rules: the table’s rulings in full.
References
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