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# The Five Colors of Magic ### The Shape of the Weave Across the worlds of the material plane, the weave of magic takes many different forms. In many worlds, magic conforms to eight *schools*: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation These are the categories most familiar to mages in such realms as Faerûn, Oerth, and Khorvaire. However, there are also words in which magic takes a different shape. In some worlds, magic takes the form of five *colors*: White, Blue, Black, Red, and Green. These are the categories most familiar to mages in such realms as Dominaria, Ravnica, and Eldraine. ### The Five Colors: Themes The five colors of magic differ thematically from one another. The colors' most central themes are as follows: **White Magic** is associated with light, law, peace, morality, defense, retribution, military, honor, and healing. **Blue Magic** is associated with mentality, water, trickery, preparation, memory, illusion, artifice, reaction, and the future. **Black Magic** is associated with darkness, death, fear, vermin, pain, undeath, disease, poison, and parasitism. **Red Magic** is associated with emotion, chaos, fire, violence, lightning, earth, impulse, destruction, and action. **Green Magic** is associated with physicality, life, plants, animals, instinct, spiritualism, ancestry, symbiosis, and the past. ### The Five Colors: Spell Effects In addition to differing thematically, the five colors of magic also differ with respect to their access to spell effects. Some important examples of these differences are described in in the table below. A color has ****primary**** access to a spell effect if it can produce that effect unqualifiedly. A color has **secondary** access to a spell effect when it can produce that effect only in special circumstances, or in conjunction with other spell effects. A color has **tertiary** access to a spell effect if it produces that effect only incidentally, or in very specific circumstances.
##### Colors and Spell Effects | Spell Effect | White | Blue | Black | Red | Green | |:---|:---|:---|:---|:---|:---| | Direct Spell Damage | Tertiary | Tertiary | Secondary | **Primary** | Tertiary | | Healing | **Primary** | — | Tertiary | — | Secondary | | Bolstering Attacks | Secondary | — | — | **Primary** | **Primary** | | Bolstering Defenses | **Primary** | Secondary | Tertiary | — | Secondary | | Weakening Attacks | — | **Primary** | **Primary** | — | — | | Weakening Defenses | — | Secondary | **Primary** | — | — | | Restraining & Grappling | **Primary** | Secondary | — | Tertiary | **Primary** | | Blinding & Deafening | **Primary** | Tertiary | Secondary | Tertiary | — | | Frightening & Sickening | — | — | **Primary** | Secondary | Tertiary | | Charming | — | **Primary** | Tertiary | Secondary | — | | Social Manipulation | Tertiary | **Primary** | — | Tertiary | — | | Environment Manipulation | — | Tertiary | Tertiary | **Primary** | **Primary** | | Movement and Exploration | Tertiary | Secondary | — | Secondary | **Primary** | | Summoning | Tertiary | Tertiary | Secondary | Tertiary | **Primary** | | Gathering Information | — | **Primary** | Tertiary | — | Secondary |
\pagebreak # Spell List ##### Notes: Spells marked with
*"N"*
are new spells, whereas spells marked with
*"M"*
are slightly-modified versions of existing spells. The spells from which they are modified are noted in their descriptions. ### Cantrips ##### White Spells - *Blade ward* - *Mending* - *Rebuking light*
*N*
- *Refuge*
*N*
- *Resistance* - *Shackle*
*N*
- *Spare the dying* - *Virtue* - *Word of radiance* ##### Blue Spells - *Fleeting distraction*
*N*
- *Friends* - *Frostbite* - *Message* - *Minor illusion* - *Psychic pulse*
*M*
- *Ray of frost* - *Shape water* - *Trivia*
*N*
##### Black Spells - *Agonize*
*M*
- *Befoul*
*N*
- *Chill touch* - *Expose*
*N*
- *Poison spray* - *Sapping sting* - *Shadowfeed*
*N*
- *Scare*
*N*
- *Toll the dead* ##### Red Spells - *Brute force*
*N*
- *Control flames* - *Create bonfire* - *Enemies*
*N*
- *Expedite*
*N*
- *Fire Bolt* - *Magic stone* - *Mold earth* - *Shocking grasp* - *Thunderclap* ##### Green Spells - *Druidcraft* - *Giant's grip*
*N*
- *Gust* - *Infestation* - *Prey upon*
*N*
- *Primal savagery* - *Shillelagh* - *Summon critter*
*N*
- *Thorn whip* ##### Colorless Spells - *Mage hand* - *Prestidigitation* - *Thaumaturgy*
#### Agonize *black cantrip* ___ -
Modeled After:
mind sliver
- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M - **Duration:** Instantaneous ___ You cause baleful energy to briefly twist and contort a creature within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. ***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Befoul *black cantrip* ___ - **Casting Time:** 1 action - **Range:** touch* - **Components:** S, M - **Duration:** Instantaneous ___ Your touch befouls one item of food and drink, such as a piece of fruit or a goblet of wine. Any creature that eats the befouled food item must succeed on a Constitution saving throw or take 1d12 poison damage. If you cast this spell multiple times, all previously befouled food items return to normal. This spell has no effect on food or drink which has been subject to a *purify food and drink* spell within the last 24 hours. ***At Higher Levels.*** The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Brute Force *red cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M - **Duration:** Concentration, up to 1 minute ___ Your limbs are imbued with destructive force. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of your unarmed \pagebreak strikes, and your damage die for unarmed strikes becomes a d6. In addition, your unarmed strikes deal double damage to objects. #### Darken *black cantrip* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, M - **Duration:** Instantaneous ___ You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object absorbs light around it. Within a 20 foot radius, areas which would be brightly lit are instead dimly lit, and areas which would be dimly lit are instead dark. This darkness is not magical darkness; creatures with darkvision can see through it. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. #### Enemies *red cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M - **Duration:** Concentration, up to 1 minute ___ You stoke the anger of a creature within range. That creature must attempt a Wisdom saving throw or become hostile to another creature of your choice within range. \columnbreak An intelligent creature will invent some pretext for its hostility. It might become extremely irritated by something that the object of its hostility is doing, such as tapping its foot or humming under its breath. A creature prone to violence might attack. Another creature might express its anger in other ways (at the DM’s discretion). When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you, if it wasn't already. #### Expedite *red cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 round ___ Your magic lends great speed to a creature you can see within range. During that creature's next turn, it can take the Dash action as a bonus action. #### Expose *black cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet. - **Components:** S, M - **Duration:** 1 round ___ Faint ribbons of darkness wrap around a creature you can see within range, pulling it in all directions and exposing it to harm. Unless that creature succeeds on a Strength saving throw, it takes a −2 penalty to AC until the end of your next turn.
\pagebreak #### Fleeting Distraction *blue cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M - **Duration:** Instantaneous ___ A shimmering pattern of runes briefly flutters around a creature you can see within range. That creature must attempt an Intelligence saving throw. If it fails, it can't take reactions until the start of its next turn. If it was concentrating on a spell, it loses concentration. #### Giant's Grip *green cantrip* ___ - **Casting Time:** 1 action action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You infuse a creature's muscles with magic, allowing it to lift heavy burdens. That creature's lifting and carrying capacity is tripled. When you cast another spell, the magic is disrupted and this spell ends. The chosen creature's lifting and carrying capacity is instead multiplied by five when you reach 5th level, by ten when you reach 11th level, and by twenty when you reach 17th level. #### Prey Upon *green cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ Ferocious magic surges through a creature you see within range. That creature can immediately use its reaction to make a melee attack. If the attack hits, it deals 1d10 + that creature's Strength or Dexterity modifer (attacking creature's choice). This damage replaces whatever damage the creature would normally deal with its melee attack. The attack's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \columnbreak #### Psychic Pulse *blue cantrip* ___ -
Modeled After:
vicious mockery
- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M - **Duration:** Instantaneous ___ You emit a ripple of psychic power at a creature you can see within range. That creature must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Creatures immune to the charmed condition are not affected by this spell. At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). ***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Rebuking Light *white cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A creature of your choice within range must attempt a Dexterity saving throw or be surrounded by a faint halo of light. The halo sheds dim light out to 20 feet. The first time that creature attacks while surrounded by the halo, the halo deals 1d10 radiant damage to it. The halo fades at the start of your next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
\pagebreak #### Refuge *white cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 round ___ Beneficent magic suffuses a creature you can see within range, making it easier for that creature to avoid harm. During that creature's next turn, it can take the Dodge or Disengage action as a bonus action. #### Scavenge *black cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** S, M - **Duration:** Instantaneous ___ You drain the lingering life energy from a creature that died within the last minute. The chosen creature's corpse instantly rots and decomposes, leaving only bones and a mound of dry mulch. Draining life energy nourishes you. When you decompose a Medium or larger creature, you are nourished as if you had eaten a pound of food and drank a gallon of water. Some corpses may provide greater or lesser nourishment, at the DM's discretion. This spell has no effect on a corpse that is under the effect of a *gentle repose* spell. #### Shackle *white cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M - **Duration:** Instantaneous ___ A chain of light attempts to shackle a creature within range that is standing on the ground. That creature must \columnbreak attempt a Strength saving throw or have its speed reduced to 0 until the start of your next turn. The shackled creature can use its action to make a Strength check against your spell save DC. On a success, the chain shatters in a flash of radiant energy, dealing 1d4 radiant damage to the creature that freed itself. Whether or not the chain was broken, it disappears harmlessly at the start of your next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Shape Plants *green cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** 1 hour ___ You can shape plant life within a 5-foot square that you can see within range. You can cause one of the following effects: - You can cause plants to instantly sprout from lose soil and dirt. The plants can be of any kind which might naturally grow in the area, except that they are neither fit to eat nor poisonous. - You can cause existing plant life to grow, shift, blossom, and bend. In this way you can spell out short phrases, or create images and patterns from petals, leaves, and vines.
\pagebreak - You can cause existing plant life to become thick and brambly, causing the area to become difficult terrain. - You can cause plants in the area to grow sharp nettles and thorns. Creatures entering the area must succeed on a Dexterity saving throw or take 1d4 piercing damage. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss one or both effects as an action. #### Summon Critter *green cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** 1 minute ___ You summon a minor nature spirit which takes the form of a Tiny beast: a beetle, lizard, mouse, or other harmless animal. Whatever its particular form, the spirit uses the statistics for a **critter**, given below. It cannot speak, but it can understand very simple commands. You can point to a key and ask the critter to fetch it, for example. The critter is skittish. It will not perform any actions in combat, nor will perform any actions which appear to put it in harm's way. Furthermore, the critter will not willingly move more than 30 feet away from you. If the critter is ever more than 30 feet away from you, or at the end of the spell's duration, it disappears with a squeak and a puff of magic. ___ > ##
Critter >*Tiny, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 1 > - **Speed** 20 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|10 (+0)|10 (+0)|4 (-3)|10 (+0)|8 (-1)| > ___ > - **Senses** Passive Perception 10 > - **Challenge** — > ___ > ***Bonded.*** The critter will not willingly move more than 30 feet away from its summoner. If it is ever more than 30 feet away from it summoner, it vanishes. ___ \columnbreak #### Trivia *blue cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ Touching a creature or object, you learn one truth about that creature or object which you did not already know. This spell can't reveal deep or hidden truths, but only information which might be available to someone who is casually familiar with the creature or object. If the creature or object's very existence is a secret, then this spell reveals nothing. The DM decides what exactly you learn. You can't use this spell more than once on the same creature or object. ***Artist Credits:*** pg.1: *Steven Belledin* pg.3: *Winona Nelson* pg.4: *Eric Deschamps* pg.5: *Svetlin Velinov*