Perimancy Spells

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Perimancy
5e Magic School

Perimancy School of Magic

The Dispel Magic, Counterspell, and Anti-magic Field spells are partial Perimancy spells and count as such for any abilities or features that require that information. Perimancy spells are powerful spells that destroy, manipulate, or redirect magical power. These are generally thought of as anti-magic. Perimancy are the 10th hidden school of magic and can only be discovered by the most powerful of wizards, as such this spell school can only be cast by wizards generally speaking.

Spells by Level

Cantrips

  • Anti-magic Parse
  • Arcane Vision
  • Corruption
  • Purify
  • Rapid Decay

1st Level

  • Blade of Undoing
  • Friendly Hand

2nd Level

  • Chaotic Spell
  • Containment
  • Invert

3rd Level

  • Counterspell*
  • Detransmuted Spell
  • Dispel Magic*

4th Level

  • Refract

5th Level

  • Infinity

8th Level

  • Anti-magic Field*

9th Level

  • Shatter Reality

Spells

Cantrips

Anti-Magic Parse

Perimancy Cantrip


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V

You can use this reaction when any spell is cast within 60 feet of you and identify the stats of that spell that would be relevant to using anti-magic on it, such as, whether or not it's ranged, concentration, a ritual, verbal, somatic, component, projectile, saving throw, or what school of magic it belongs to.

Arcane Vision

Perimancy Cantrip


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You can see into the target's arcane defenses for the duration. All leveled spells cast by you deal 1d4 additional damage to the target.

At Higher Levels. This effect deals more damage when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Corruption

Perimancy Cantrip


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V

You can touch the target magical effect and cause it to obey no master, this ends concentration on the effect for the caster but it continues to exist, able to harm or help any target.

Purify

Perimancy Cantrip


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V

You touch the target magical effect and remove any harm from it. The effect must make a DC 13 Concentration saving throw using the caster's stats or be unable to harm any creature.

Rapid Decay

Perimancy Cantrip


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V

You can cast this spell on any other spell or effect with a duration. This spell halves the duration remaining on that effect or spell.

This spell can be used more than once on the same effect.

At Higher Levels. At 10th level this spell quarters the duration instead of halving it.

1st Level

Blade of Undoing

1st-level perimancy


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute

You touch any weapon and shadows envelop it, for the duration you are proficient with this weapon and can use your spellcasting modifier instead of Strength or Dexterity for it's damage rolls.

When any spell effect that may damage you happens while wielding this weapon you can use your reaction to reroll any of the damage dice of the spell. When you reroll you must use this new number.

At Higher Levels. For each level above 1st that this spell is cast you can reroll the dice 1 additional time.

Above 4th level and 7th level the weapon deals 1d6 additional damage.

Friendly Hand

1st-level perimancy


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V

You can cast this spell when you see any creature have disadvantage on any roll due to a magical effect. They can ignore the disadvantage for this roll.

At Higher Levels. When casting above 3rd level the target gains advantage on the roll as well.

2nd Level

Chaotic Spell

2nd-level perimancy


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V

You can cast this spell as a reaction when an area of effect spell of 3rd level or below is cast by a non-friendly creature that would affect an allied creature. The spell does not affect that creature and it's energy is redirected, the radius of the spell doubles potentially damaging the caster or their allies.

At Higher Levels. For each level above 2nd that this spell is cast the level that this spell can affect increases by 1 level up to 9th.

Containment

2nd-level perimancy


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 hour

You can cast this spell on yourself as a glyph that appears on your body somewhere. This spell does not start concentration until activated, as such multiple of this spell can be cast on one creature. When any spell of 4th level or lower is cast upon you, you can decide to activate the glyph or not. If you do activate it, the spell is contained in a magical box.

Should the concentration end, the spell continues to its original target, if that was a creature or a point.

If the spell ends without concentration being broken, the spell effect becomes harmless. If the caster of the original spell is killed, the spell effect likewise becomes harmless.

At Higher Levels. For each level above 2nd that this spell is cast the level that this spell can affect increases by 2 levels up to 4th.

Invert

2nd-level perimancy


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V

When a spell is cast upon you of 2nd level or lower, you can cast this spell as a reaction. The damage you take is changed depending on the die rolled for damage as follows:

1d4 and 1d12 switch.

1d6 and 1d10 switch.

1d8 remains the same.

You take half damage from this affect and the caster of the spell takes the full damage. However, the caster becomes resistant to that type of damage for 1 minute after this damage is taken.

At Higher Levels. For each level above 2nd that you cast this spell the level of the spell it can affect increases by 1 level and the caster of the spell takes 1 additional dice of damage.

3rd Level

Detransmuted Spell

3rd-level perimancy


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V

When any spell of 3rd level or below is cast you can cast this spell to impose disadvantage on the spell. If the spell still succeeds you can redirect it to hit another target and if it's damage type is one of the following change it to another of the listed types: acid, cold, fire, lightning, poison, thunder.

At Higher Levels. For each level above 3rd that this spell is cast the level that this spell can affect increases by 1 level.

4th Level

Refract

4th-level perimancy


  • Classes: Wizard
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V

When a spell of 2nd level or below is cast at you, you can use your reaction to cast this spell. You can change the target of the spell to any target instead of you.

At Higher Levels. For each two levels above 4th that this spell is cast the level that this spell can affect increases by 1 level.

5th Level

Infinity

5th-level perimancy


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

For the duration any spell that fires a projectile targeting you, or in a 5 foot radius of you of 2nd level or below enters an infinite void trying to reach you and dissipates.

At Higher Levels. For each level above 5th that this spell is cast the level that this spell can affect increases by 1 level.

9th Level

Shatter Reality

9th-level perimancy


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The ground crumbles beneath you, as you begin to fly gaining a flying speed equal to your walking speed. During the duration you are the only creature in 120 feet around you that can cast spells. The ground becomes difficult terrain for all creatures attempting to walk, swim, and fly in 120 feet of you regardless of if they have any features that allow the to ignore rough terrain.

 

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