Dresden Files Spells

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Spells

Inspired by

The Dresden Files

Amplify Gravity

7th-degree occult spell


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You amplify gravity in a 100-foot tall, 30-foot radius cylinder within range. Inside the area, falling damage is doubled. Terrain within the area is considered one tier more severe (normal terrain becomes difficult, and difficult terrain becomes extreme), and flying creatures are considered to be moving through difficult terrain. Ranged weapon attacks passing into, out of, or through the area are made at disadvantage.

For the duration, any creature who first enters the cylinder or begins their turn there must make a Fortitude saving throw. On a failure, the creature takes 6d6 kinetic damage and is knocked prone. On a success, the creature takes half as much damage and is not knocked prone. Creatures standing up from prone must succeed on a Fortitude saving throw.

Arcane Sight

6th-degree occult spell


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

For the duration, you see things as they truly are out to a range of 120 feet. Within this range, you gain truesight. Additionally, you see faint auras around creatures and objects that bear magic, learning the magical origin of that magic. Moreover, you know if a creature you see is an aberration, celestial, elemental, fey, fiend, or undead. Finally, you know the name and effects of every spell you witness, gaining advantage on attempts to dispel or counter them.

At Higher Degrees. When you cast this spell using a spell slot of 7th degree or higher, the duration increases as follows: 10 minutes with a 7th degree slot, 1 hour with an 8th degree slot, 4 hours with a 9th degree slot.

Cold Snap

3rd-degree primal spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You create a 20-foot radius sphere of extreme cold centered on a point you can see within range. The intense cold creates a light mist, lightly obscuring the area.

When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Fortitude saving throw. The creature takes 4d6 cold damage on a failed save and gains 2 levels of Slowed that last until the creature is out of the area of effect. On a success, a creature takes half as much damage and gains only one level of Slowed.

At Higher Degrees. When you cast this spell using a spell slot of 4th degree or higher, the damage increases by 1d6 for every slot degree above 3rd.

Control the Wind

5th-degree primal spell


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Concentration, up to 1 hour

You conjure and control the winds within range, choosing one of the following effects when you cast the spell. You can use your action to halt, restart, or change the effect to a different option, or to change the location of the effect to another point within range.

  • Cyclone. You create a 100-foot-tall 30-foot-radius cylinder of swirling wind centered on a point you can see within range. The difficulty of the terrain increases by one degree, and a creature must make a Fortitude saving throw if it enters the cylinder for the first time on a turn or starts its turn there. On a failure, the creature takes 4d6 kinetic damage and is pulled 10 feet toward the center.
  • Downdraft. You cause a strong, steady downdraft within a 30-foot-radius cylinder up to 200 feet tall. Ranged weapon attacks that pass wholly or partially through the cylinder suffer disadvantage. A creature must make a Fortitude saving throw if it flies into the cylinder for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Jumps made within the cylinder have their heights and lengths halved.
  • Gale. A strong, gusty wind blows horizontally in a direction of your choice in a 100 foot cube within range. Ranged weapon attacks that pass wholly or partially through the cube suffer disadvantage. Any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
  • Updraft. You cause a strong, steady updraft within a 30-foot-radius cylinder up to 200 feet tall. Falling damage suffered by creatures landing within the cylinder is halved. Jumps made within the cylinder have their heights and lengths doubled.

Deep Freeze

6th-degree primal spell


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Instantaneous

You flash-freeze an area within a sphere having a 30-foot radius centered on a point you can see within range.

Creatures in the area must make a Fortitude saving throw. A creature takes 8d6 cold damage on a failed save 1 level of Slowed that lasts for 1 minute and one level of Exhaustion. On a success, a creature takes half as much damage and gains no levels of Slowed or Exhaustion.

Structures in this area automatically take 8d6 cold damage, and gain vulnerability to bludgeoning and piercing damage for the next minute.

At Higher Degrees. When you cast this spell using a spell slot of 7th degree or higher, the damage increases by 1d6 for every slot degree above 6th.

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Entropic Bolt

Occult cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

A bolt of crackling green energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 entropic damage and the target gains one level of Weakened until the end of your next turn.

At Higher Levels. The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Entropic Shield

2nd-degree occult spell


  • Casting Time: 1 bonus action
  • Range: self
  • Duration: Concentration, up to 10 minutes

A shimmering green shield of energy appears before you, granting you resistance to damage from ranged weapon attacks.

Entropic Wall

3rd-degree occult spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 10 minutes

A shimmering green shield of energy appears at a point you choose within range. The wall appears in any orientation you choose. It can be free floating or adjacent a surface. The wall can be up to 40 feet long, 10 feet high, and 5 feet thick. The wall lightly obscures creatures and object on the other side of it, and creatures and objects can pass through it. It emits dim light out to 30 feet.

When the wall appears, each creature in its area must make a Fortitude saving throw. On a failed save, a creature takes 2d8 entropic damage, and it gains one level of Weakened for 1 minute. On a successful save, it takes half as much damage and doesn't gain a level of Weakened. A Weakened creature can make a Fortitude saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature takes 2d8 entropic damage when it enters the wall for the first time on a turn or ends its turn there.

Any ranged attack or spell effect that passes through the wall’s space has disadvantage on the damage roll.

At Higher Degrees. When you cast this spell using a spell slot of 4th degree or higher, the damage increases by 1d8 for each slot degree above 3rd.

Entropic Wave

4th-degree occult spell


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

A wave of entropic energy washes over an area 20 feet cubed. Each creature in the cube must make a Fortitude saving throw. On a failed save, the creature takes 5d8 entropic damage, and gains two levels of Weakened. On a success, a creature takes half as much damage and gains only one level of Weakened.

At Higher Degrees. When you cast this spell using a spell slot of 5th degree or higher, the entropic damage increases by 1d8 for each slot degree above 4th.

Find the Path

4th-degree occult spell


  • Casting Time: 1 minute
  • Range: Self
  • Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location, a location that moves, or person on the same plane of existence. If you name a destination on another plan of existence or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails.

If you choose a specific fixed location, you must have previously been to the location, or have a piece of the location (such as some dirt from ground, a piece of tile from the floor, or a leaf from the tree).

If you choose a location that moves, you must have a piece of the location.

If you choose a person, you must have a portion of an item they are wearing (such as a torn portion of their clothes) or a piece of their body (such as blood, fingernail, or hair).

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Genius Loci

3rd-degree primal spell


  • Casting Time: 1 hour
  • Range: Self (100 foot cube)
  • Duration: 24 hours

You connect yourself to a natural area granting you intimate knowledge of it for the duration. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The area does not extend into enclosed structures or vehicles. The spell lasts for the duration or until you use an action to dismiss it.

While within the area, you gain the following abilities:

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  • You are instantly aware when a creature enters or leaves the area.
  • As a bonus action, you can determine the types of creatures in the area, their numbers, and their approximate locations (within 15 feet).
  • As a bonus action, you can focus on a specific creature and learn its exact location, type, and direction and speed of travel.
  • You gain 3 levels of Vigilant.
  • You are Potent.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Degrees. When you cast this spell using a spell slot of 4th degree or higher, you can increase the size of the cube by 100 feet for each slot degree beyond 3rd. Thus you could monitor a cube that can be up to 200 feet on each side by using a spell slot of 4th degree.

Ice Slick

1st-degree primal spell


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 10 minutes

Slick ice covers the ground in eight 5-foot square segments starting at a point you touch, turning those squares into difficult terrain for the duration. Each segment must be contiguous with at least on other segment.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

At Higher Degrees. When you cast this spell using a spell slot of 2nd degree or higher, you can create four additional squares for every slot degree above 1st.

Lightning Rod

2nd-degree primal spell


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Duration: Instantaneous

You attract a bolt of electricity from your surroundings, forcing every creature within 5 feet of you to make a Reflex saving throw. On a failure, a creature takes 3d12 lighting damage. On a success, a creature takes half as much damage. You automatically succeed on your saving throw.

At Higher Degrees. When you cast this spell using a spell slot of 3rd degree or higher, the damage dealt increases by 1d12 for every slot degree above 2nd.

Locater Object

2nd-degree occult spell


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 hour

You touch an object, enchanting it with a magical resonance that allows you to locate it. As long as you are on the same plane of existence, you can use your action to mentally discern the direction and approximate distance (to within 5 feet) to the enchanted object.

If the enchanted object is moved to another plane of existence or if it is within an antimagic field, the spell ends, and you no longer sense its direction or distance.

At Higher Degrees. When you cast this spell using a spell slot of 3rd degree or higher, the duration increases as follows: 4 hours with a 3rd degree slot, 8 hours with a 4th degree slot, 24 hours with a 5th degree slot, 3 days with a 6th degree slot, 1 week with a 7th degree slot, 1 month with an 8th degree slot, and 1 year with a 9th degree slot.

Soul Gaze

Sacred cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You lock eyes with another creature in range, looking into their soul while they look into yours, searing what you see into each other's memories. Both you and the target must make Will saving throws. On a failure, a creature takes 1d12 spiritual damage and one level of shaken that lasts until the end of your next turn.

This spell does not work against constructs or bots.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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