Table of Contents
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3The Dogma
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4Who Knows What?
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4List of Spells
- 5Anodyne
- 5Backfire
- 5Cutting Wind
- 5Eagle Sight
- 5Elemental Boon
- 5Elemental Counter
- 6Explosive Rivet
- 6Frigor
- 6Fulmination
- 6Funnel Sigil
- 6Gicel
- 7Halidom
- 7Levin
- 7Lightning Scourge
- 7Macropyre
- 7Magick Burst
- 8Magick Cannon
- 8Malediction
- 8Radiant Furor
- 8Scension
- 8Seism
- 9Shadowpin
- 9Snakebite
- 9Stone Grove
- 9Winter's Cloak
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10Credits
Click the part you wish to jump to! This table of contents is internally linked!
The Dogma
Folklore states that dragons were the first ones who were able to harness mana and subsequently magic, sharing that knowledge with the world. The stories also told of dragons to being extremely harsh instructors. Relentless discipline with an emphasis on the natural order of things. Discipline was necessary; yet, the brutally fatalistic view seemed unnecessary at a glance. But the dragons did this to share a vision that there was an ultimate freedom: the freedom to accept or challenge this order. To live as a Dragon; to choose. This combination of ideology and strict discipline came to be known as The Dragon's Dogma. Many followers of the Dogma came to be known as Arisen, those who rise to grasp their freedom to choose.
Ancient Powers and Techniques
In the past, magic was not as you know it now. Raw and chaotic; invokable only by those who risked their lives to learn a modicum of control from the dragons. Whatever modern knowledge of magic exists, arcane or otherwise, has foundations in these primeval spells. Harnessing the raw power of the world had repercussions in the past, but with today's understanding and proficiencies, such spells are considerably more powerful and safer to use than before. However, such knowledge was discarded before this understanding was reached. Now that they've been rediscovered, how shall you handle such a finely-aged wine? Or perhaps you find instead an irreparable mess?
Sigils and Such
These older forms of magic have a heavier reliance on sigils compared to what you or I know of magic now. These sigils were thought to have been lost to time; only a handful of individuals cared to record these. Understandably so in many cases: they were nigh uncontrollable without the ability to manipulate mana within yourself. Only a handful of people have been able to control more powerful sigils without our current understanding of magic, and they would be among those who are sung about in ancient legends well before the existence of the Circle of Nine.
Magic and My Worlds
In my worlds, I describe spell slots as an inherent form of mana within each being that can cast magic; either born with, learned, or bestowed. Of course, you are free to change this as you see fit to your settings.







Who Knows What?
Bards
- Anodyne
- Backfire
- Eagle Sight
- Elemental Boon
- Elemental Counter
- Fulmination
- Levin
- Lightning Scourge
- Malediction
- Shadowpin
Clerics
- Anodyne
- Backfire
- Elemental Boon
- Halidom
- Macropyre
- Malediction
- Radiant Furor
- Scension
Druids
- Backfire
- Elemental Boon
- Frigor
- Fulmination
- Gicel
- Levin
- Lightning Scourge
- Macropyre
- Seism
- Stone Grove
- Winter's Cloak
Paladins
- Anodyne
- Backfire
- Elemental Counter
- Magick Burst
- Radiant Furor
- Scension
- Winter's Cloak
Rangers
- Backfire
- Cutting Wind
- Eagle Sight
- Explosive Rivet
- Funnel Sigil
- Magick Burst
- Magick Cannon
- Shadowpin
- Snakebite
- Stone Grove
- Winter's Cloak
Sorcerers
- Backfire
- Eagle Sight
- Elemental Boon
- Elemental Counter
- Frigor
- Fulmination
- Gicel
- Levin
- Lightning Scourge
- Macropyre
- Seism
- Winter's Cloak
Warlocks
- Backfire
- Elemental Boon
- Elemental Counter
- Fulmination
- Funnel Sigil
- Frigor
- Gicel
- Levin
- Lightning Scourge
- Malediction
- Shadowpin
- Winter's Cloak
Wizards
- Backfire
- Cutting Wind
- Eagle Sight
- Elemental Boon
- Elemental Counter
- Explosive Rivet
- Frigor
- Fulmination
- Funnel Sigil
- Gicel
- Levin
- Lightning Scourge
- Malediction
- Macropyre
- Magick Burst
- Magick Cannon
- Seism
- Shadowpin
- Stone Grove
- Winter's Cloak
List of Spells
Anodyne
1st-Level Conjuration
- Casting Time: 1 bonus action
- Range: 30 feet (5 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You invoke a magickal sigil within range which numbs pain and slowly heals wounds. A creature targeted by the spell below its maximum number of hit points enters or ends its turn within range of the sigil, it gains 1d4 temporary hitpoints until the start of its next turn. If the creature does not take any damage until the start of your next turn, it regains hit points equal to the number of temporary hitpoints it currently has.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of temporary hitpoints given is increased by 1d4 for each slot above 1st.
Backfire
3rd-level Evocation
- Casting Time: 1 bonus action
- Range: Self (5 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You ignite yourself with magical flames. These flames cannot be extinguished by non-magical means until the spell ends or you extinguish them with a bonus action. You take 1d6 fire damage at the start of your turns that cannot be prevented or reduced in any way; you don't make Constitution saving throws for concentration from this damage. Creatures that enter or end their turns within 5 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d6 for each slot above 2nd.
Cutting Wind
3rd-Level Enchantment
- Casting Time: 1 action
- Range: Self (15 feet)
- Components: V, S, M (a small feather)
- Duration: Instantaneous
You imbue yourself with a cloak of wind as you dash forth to strike a foe. You may move up to an additional 10 feet and make a melee weapon attack against a creature. You may repeat this twice. You must target a creature you have not already damaged this turn whenever possible; if you cannot, you may attack a creature you have already damaged using this spell. You do not provoke opportunity attacks while moving using this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may perform an extra attack for each slot above 3rd.
Eagle Sight
5th-Level Divination
- Casting Time: 1 action
- Range: Self (1 mile)
- Components: V, S
- Duration: Concentration, up to 1 hour.
You channel natural energies into your eyes as you inscribe a sigil to augment your vision. You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. While focusing on something more than 50 feet away from you, you have disadvantage on saving throws and attacks made against you have advantage.
Elemental Boon
1st-Level Enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (A weapon)
- Duration: 1 minute
You imbue a number of weapon you can see equal to your spellcasting modifier with fire, cold, lightning, radiant, or necrotic damage. Until the spell ends, attacks made with that weapon deals the chosen damage type rather than it's damage type. This spell does not precede any other additional damage that weapon may deal.
Elemental Counter
1st-Level Enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a shield)
- Duration: 1 minute
You imbue a shield you can see within range with fire, cold, lighting, radiant, or necrotic energy that reacts explosively. When a creature misses a melee attack against the creature holding the shield, the attacker makes a Dexterity saving throw. On a failed save, you deal 3d8 of the damage type you have chosen to the attacking creature. This enchantment lasts for the duration or until a creature is dealt damage by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increaes by 1d8 for each slot above 1st.
Explosive Rivet
3rd-Level Enchantment
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A thrown weapon or arrow)
- Duration: Concentration, up to 1 minute.
The next time you hit with a ranged weapon attack, the weapon (if thrown) or its ammunition glows with a volatile energy and embeds itself into the target. While you are concentrating, the weapon or ammunition cannot be removed, and if the target were to take damage from a weapon attack, the implement explodes. When the implement explodes, it ends your concentration and deals 5d6 fire damage to the target. All creatures within 5 feet of the target must make a Constitution saving throw, taking the same amount of damage on a failed save or half as much on a successful one.
If the concentration ends early, the implement still explodes, dealing damage and forcing saving throws, but the damage is reduced to 3d6.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Frigor
6th-Level Conjuration
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
You conjure 3 giant spires of ice within range that erupt from a surface. You choose a 5-foot square within range (you may target the same area more than once). Each creature within 5 feet of each square must make a Dexterity saving throw. On a failed save, the creature takes 6d12 cold damage or half as much on a successful one. Regardless if the creature saves or not, it is knocked back 5 feet as an ice spire rises from the ground.
You may choose to have the spires leave behind platforms 5 feet high and 5 feet wide that lasts for 1 minute, otherwise the spires shatter instantly. The platforms act as half cover to medium sized creatures and full cover to small or smaller-sized creatures.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create an additional spire for each slot above 6th.
Fulmination
8th-Level Enchantment
- Casting Time: 1 action
- Range: Self (10-foot radius); allies within 25 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You envelop yourself in an aura of lightning and can add a bit of spark to the rest of the party. The aura shines a bright light out to 15 feet and a dim light out to 30 feet. While imbued with the aura, you have resistance to lightning and thunder damage, and any creature that enters or ends its turn within 10 feet of you takes 8d8 lightning damage.
You may use an action to focus the effects of the spell around designated creatures within 25 feet of you until the start of your next turn. If you do, the radius of the spell around you is reduced to 5 feet, but you and your targeted creatures now benefit from the 5-foot aura and are not damaged by the effects of this spell while active. Additionally, any weapon damage they do deals an additional 1d8 lightning damage while this effect is active.
Funnel Sigil
2nd-Level Enchantment
- Casting Time: 1 action
- Range: 30 feet (15-foot radius)
- Components: V, S, M (a weapon or arrow)
- Duration: Instantaneous
You loose and stick an implement in the ground nearby, forming a sigil that draws creatures nearby to its source. The sigil stays until the end of your next turn or until the implement is removed from the ground. All creatures you designate within 15 feet of the sigil must make a Dexterity saving throw. On a failed save, the creature is moved up to 10 feet towards the sigil, or 5 feet on a successful one. A creature repeats this saving throw at the start of its turn. If a creature is within 5 feet of your sigil, it's movement speed is reduced to 0.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slots above 2nd.
Gicel
8th-Level Evocation
- Casting Time: 1 action
- Range: Self (30-foot line, 15-feet wide)
- Components: V, S
- Duration: Instantaneous
You conjure five consecutive twisting spires of ice to pierce and freeze your foes in a line 30 feet long and 15 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 8d10 cold and piercing damage on a failed save and half as much on a successful one.
Additionally, if the creature fails the save it must make an additional Constitution saving throw using your spell DC. If a creature fails that additional save, it is restrained until the start of your next turn.
Halidom
6th-Level Conjuration
- Casting Time: 1 action
- Range: 30 feet (10 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute.
You invokes a divine sigil within range, emitting radiant light, curing debilitations, and repelling undead. The sigil emits light up to 10 feet and dim light up to 20 feet. All creatures within the sigil's range of 10 feet except for undead have advantage on saving throws. Additionally, any undead that enters or ends its turn within the sigil's range takes 1d8 radiant damage and is pushed back 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 5 feet and the damage against undead increases by 1d8 for each slot above 6th.
Levin
1st-Level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You call down three tongues of lightning to smite your foes. You select three 5-foot squares within range. All creatures in these squares must make a Dexterity saving throw; you may target the same area(s). A creature takes 1d10 + 1 lightning damage for each bolt on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you call down an additional bolt for each slot above 1st.
Lightning Scourge
6th-Level Conjuration
- Casting Time: 1 action
- Range: Self (15-foot cone; 20-foot line)
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a whip-like bolt of lightning to your hand to damage your foes and attract other bolts from the blue. All creatures within a 15 foot cone make a Dexterity saving throw. A creature takes 8d6 + 1d10 lightning damage an on a failed save, or half as much on a successful one. While maintaining concentration, you use an action to trigger the effects of the spell again.
If you end the concentration willingly as an action, you call down a cascade of lightning bolts that scorches the earth. You designate a 20-foot line originating from yourself. All creatures in that line make a Dexterity saving throw. If the creature fails, it takes 11d6 lightning damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d6 for each slot above 6th.
Macropyre
6th-Level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You generate a wall of incinerating flames that ignites your foes by simply standing near it. The wall is 5 feet wide, up to 40 feet long, 10 feet tall, and generates a thick plume of black smoke.
When you cast this spell, any creature that is within 5 feet of where the spell will manifest is knocked back 5 feet by explosive force. Any creature that enters or ends its turn within 5 feet of this wall must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is set on fire, dealing 1d8 fire damage at the start of its turns until it saves, or half as much damage on a successful one and is not set on fire.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Magick Burst
3rd-Level Evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a weapon)
- Duration: Concentration, up to 1 minute.
You mark a creature and your weapons with matching sigils. Each time you hit the target with a weapon attack, the sigils gain 1 charge. When you willingly end concentration as a bonus action, the target takes 1d6 force damage for each charge on the sigils. If you lose concentration, the target takes 1d6 force damage for every 2 charges (rounded down).
All creatures within 5 feet of the target must make a Dexterity saving throw when the spell deals damage. On a failed save, the creature takes force damage equal to the damage dealt to the target or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d6 when you end concentration for each slot above 3rd.


Magick Cannon
3rd-Level Evocation
- Casting Time: 1 bonus action
- Range: 5 feet (60 feet)
- Components: V, S, M (An opal worth at least 100 GP)
- Duration: Concentration, up to 1 minute
You call forth a small pulsing sphere of power in a space within 5 feet of you. As an action, a creature may strike the orb and conjure a number of darts by making a weapon attack against the sphere, AC10. If the creature that cast the spell makes the attack, it makes the roll with advantage. If the creature hits, it divides the attack roll's total by 4 (rounded down), and the orb conjures that many darts. These darts may be launched at any target within range, dealing 1d4 +1 force damage, no attack roll needed.
At Higher Levels. You generate an additional dart for each slot above 3rd after calculating the number of darts produced. If cast at 8th level or higher, the attack roll division is reduced by 1 for each slot above 7th.
Malediction
5th-Level Conjuration
- Casting Time: 1 action
- Range: Self (15 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon forth a dark miasma with cursed words. You designate one of the follow effects of the miasma:
- Creatures takes 2d6 poison damage at the start of its turns until it saves or the spell ends.
- Creatures are blinded and deafened until it saves or the spell ends.
- Creatures can only Dash, Dodge, or Attack action on its turn and cannot use reactions until it saves or the spell ends.
Each creature that enters or ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, the creature is afflicted by the effect you designate until it saves or until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area affected by your miasma is increased by 5 feet for each slot above 5th.
Radiant Furor
5th-Level Evocation
- Casting Time: 1 action
- Range: Self (20 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute.
You unleash a nimbus of interweaving holy lances around you. All creatures you designate that enters or ends its turn within the 20-foot square that is centered where you stand must make a Dexterity saving throw. On a failed save, the creature takes 8d6 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the radius increases by 5 feet for each slot above 5th.
Scension
2nd-Level Necromancy
- Casting Time: 1 action
- Range: 5 feet (15-ft square)
- Components: V, S, M (a melee weapon)
- Duration: Instantaneous
You imbue your weapon with draining radiant energy then launch it forth in a 15 ft square. All creatures you designate in this square must make a Dexterity saving throw. On a failed save, the creature takes 4d6 radiant damage or half as much damage on a failed save. You regain 2 hitpoints for each creature that fails its save.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage increases by 1d6 for each slot above 2nd. When you cast this spell using a slot of 5th level or higher, you regain an additional 1d8 hitpoints for each creature that fails its save.
Seism
8th-Level Evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Instantaneous
You force the earth below to shift and violently erupt high into the air, damaging foes and knocking them off their feet in a radius up to 30 feet. Each creature in the radius, excluding yourself, must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage and 6d6 force damage on a failed save or half as much on a successful one. Regardless if the creature saves or not, it is knocked prone.
Until the start of your next turn, if a creature enters or ends its turn within the area where your spell occurred, it must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage from falling rocks and other debris. Additionally, the area of your enclosed by the radius of your spell is now considered difficult terrain.
Shadowpin
1st-Level Enchantment
- Casting Time: 1 bonus action
- Range: Self (5 feet)
- Components: V, S, M (A straight object)
- Duration: Instantaneous
You plant an implement into the ground to form a small sigil that binds your foes' shadow, holding them in place. Creatures you designate within the radius of the spell has its speed reduced to 0 until it succeeds a Constitution saving throw. Additionally, the next attack made against the creature has advantage. Creatures pinned by your spell cannot use its reaction to make opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell increases by 5 feet for each slot above 1st. If cast using a 6th level slot or higher, the Constitution saving throw is made with disadvantage.
Snakebite
1st-Level Evocation
- Casting Time: 1 bonus action, after attacking with a melee attack using the Attack action.
- Range: 5 feet
- Components: S, M (a weapon in each hand)
- Duration: Instantaneous
You channel natural energies through your weapon as you strike, envenomating the quarry on a successful hit.
You engage in Two-Weapon Fighting and make a melee weapon attack with the weapon in your offhand. If you hit with the attack, you deal an additional 1d8 damage and the target must make a Constitution saving throw against your spell DC or be poisoned.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d8 for each slot above 1st. If cast at 3rd level or higher, the attack is made with advantage.
Stone Grove
3rd-Level Transmutation
- Casting Time: 1 action
- Range: Self (10 feet)
- Components: V, S, M (A straight object)
- Duration: Instantaneous
Focusing mana into the implement in your hand, you plunge it into the earth, causing it to erupt around the you, returning to normal soon after. All creatures within 10 feet of you, excluding yourself, must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage and is knocked prone on a failed save or half as much damage on a successful one. The area of your spell is considered difficult terrain until the start of your next turn. You ignore difficult terrain caused by this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 for each slot above 3rd. The radius increases by 5 feet for each slot above 4th.
Winter's Cloak
2nd-Level Evocation
- Casting Time: 1 action
- Range: Self (10-foot radius); 15-foot cone
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create a concentrated field of cold 10 feet around yourself that damages whatever it touches. If a creature enters or ends its turn within this field, it takes 1d8 cold damage. If you end the concentration willingly as an action, you can launch a wave of cold. Creatures within a 15-foot cone you designate must make a Dexterity saving throw, dealing 3d8 cold damage on a failed save or half as much on a successful one.
At Higher Levels When you cast this spell using a spell slot or 3rd or higher level, the damage increases by 1d8 for each slot level above 2nd. The radius of the field and the cone of the wave increases to 20 feet when cast using a spell slot of 5th or higher.
Credits
Homebrew made by No Laifu. Inspiration drawn from Dragon's Dogma: Dark Arisen.
Special thanks for going over these and checking balance:
- Caim, Okra the Bugbear, SgtBrian, and Buaf on the Discord of Many Things.
- Finnagin, wax poetic, protagonist on Matt Colville's Server. Finnagin also gets credit for reworking Magick Cannon so it isn't stupidly broken.
Art Credit:
Cover image source (by Skiorh): https://orig00.deviantart.net/6fa6/f/2014/224/a/f/old_wizard_by_skiorh-d7utatm.png
Dragon image created by oTimON. (Source: https://www.deviantart.com/otimon/art/Dragon-s-Dogma-Dark-Arisen-Grigori-630421740)
Lightning Scourge screenshot taken by me; taken from Dragon's Dogma: Dark Arisen (Brontide spell) (Source:https://steamcommunity.com/sharedfiles /filedetails/?id=1468048541)
I do not own any of these images, nor am I receiving any benefit from using them. If this document is being circulated for profit, it is being done so illegally.