A theme is a collection of feats, concoctions, maneuvers, and spells that follow a certain theme such as dealing acid damage, traveling the planes, teleporting, empowering allies, shooting bows, or subterfuge.
Spells are divided into five power sources.
Acid corrodes and deteriorates matter. The Acid theme focuses on dealing persistent acid damage, with some protection and utility. Spells from the Acid theme allow you to spray acid on creatures and objects, protect yourself from acid, blast areas with acid, create corrosive fog, summon creatures of acid, and assume acidic form.
Air is one of the prime elements; it is light, shapeless and agile. The Air theme focuses on a variety of utility, movement control, protection, and bludgeoning damage. Spells from the Air theme allow you to control the winds, push and lift creatures and objects, soar through the air, create wind walls and hurricanes, animate creatures of air, and assume the form of air.
Antimagic stops and destroys magic. The Antimagic theme focuses on protection and utility which finds and prevents magic, block its flow, and punishes spellcasters. Spells from the Antimagic theme allow you to detect magic, make creatures resistant to spells, burn your foes’ magical energy, interrupt spellcasting, make casting spells harder, protect creatures from divination, ward structures from divination, teleportation, and invaders, reflect spells against the caster, and create antimagic zones.
Beasts are creatures of primal nature and feral instincts. The Beast theme focuses on your relationship with animals; it contains a variety of buffs, utilities, and summons. Maneuvers from the Beast theme embrace a feral rage that lurks within the heart of beasts. Spells from the Beast theme allow you to gain feral traits, befriend animals, call beasts for aid, locate and speak with animals, send animal messengers, create webs, summon insect plagues, and fully transform yourself or others into a beast form. Consciousness is the enemy of instinct. Martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Maneuvers from the Beast theme emulate the strikes, leaps, and pounces of animals.
Blood delivers the necessary substances to cells. But it can also be siphoned away, controlled, and manipulated.
Chaos is utterly unpredictable in its random and disruptive nature. The Chaos theme focuses on damage of variable type, protection, and control with random effects. Spells from the Chaos theme allow you to hurl chaotic energy at your foes, redirect attacks, randomly teleport creatures, confuse creatures, create chaotic storms, and cast cones and walls of random disruptive colors.
Charm enchants the emotions and intentions of others. The Charm theme focuses on utility and control over the actions of others. Spells from the Charm theme allow you to magically befriend creatures, induce sleep, cause awe, compel a creature to a duel, cause irresistible laughter, appease tension, charm the feelings of creatures, draw the attention of creatures, convince creatures to take a course of action, cause creatures to move as you wish, overwhelm a creature’s emotions with logic, cause a creature to dance uncontrollably, enchant with eloquence, write glyphs of sleep, attract creatures, and cause creatures to slumber for ages.
Courage can give two warriors the strength of five, and five warriors the strength of twenty. The Courage theme focuses on buffs, leadership, and battle tactics. Spells from the Courage theme allow you to bolster the actions of allies, issue commands, coordinate the position of allies, protect your allies, make your allies immune to fear, inspire bravery and perseverance, redirect attacks to yourself, bestow hope and increase healing effects, and make a call to action.
Death is the final fate of all mortal life, though some would believe it is merely a transition to that which is next. The Death theme focuses on necrotic damage, diseases, debuffs, and utility. Spells from the Death theme allow you to directly harm creatures, weaken and paralyze your foes, share wounds, write harmful glyphs, and instantly kill the weak.
Deceit deceives the senses of others, often for the deceiver’s benefit. This deception can be subtle or overt and can be exploited to confuse the deceived. Deceivers manifest as illusionists, thieves, scoundrels, and rebels. They mock tyrants, steal from the rich, and flout hollow traditions. The Deceit theme focuses on a variety of utility, protection, and some control related to affecting a creature’s perception. Spells from the Deceit theme deceive the senses and tricks the mind, allow you to magically disguise creatures, create illusory images and terrains, make things invisible, blur silhouettes, muffle sounds, create mirror images, haunt creatures with phantoms and dreams, create illusory prisons, and make a replica of yourself.
Divination reveals what is hidden and brings forth the unknown. The Divination theme focuses on a variety of utility related to perception and knowledge. Spells from the Divination theme allow you to comprehend any language, locate objects and creatures, find the path, see kilometers afar, see the invisible, peer into the past, contact planar entities, and reveal secrets.
Earth is one of the prime elements; it is heavy, solid and sturdy. The Earth theme focuses on control and bludgeoning damage, with some protection and utility. Maneuvers from the Earth theme focus on strength and power. Spells from the Earth theme allow you to shape earth and stone, bind creatures to the ground, hurl rock, cause the earth to erupt, turn flesh into stone, create walls of rock, move through stone, animate solid rock, assume the form of earth, and cause earthquakes.
Fate is what lies ahead, it is both luck and destiny. The Fate theme focuses on buffs, debuffs, and utility. Spells from the Fate theme allow you to bless and bane, change luck, bestow and lift curses, have a glimpse of the future, link the fate of creatures, and make your wishes come true.
Fear cuts deeper than steel, despairing even the greatest of heroes. The Fear theme focuses on utility and control over the action of others. Spells from the Fear theme allow you to frighten and mock creatures, issue undeniable commands, incite despair and panic, cause madness, create walls of fear, remind creatures of their nightmares, dominate creatures, create glyphs of terror, and repel creatures with visions of horror.
Fire is one of the prime elements; it is destructive, wild and hungry. The Fire theme focuses on explosive fire damage, with some protection and utility. Spells from the Fire theme allow you to give shape to flames, sear your foes, rain ash from the sky, hurl exploding balls of fire, heat metal, animate creatures of flames, cover areas in blazing smoke, and hurl meteors 2 kilometers away.
Fleshwarping warps creatures in a bizarre ways. The Fleshwarp theme focuses on buffs, utility, and debuffs.
Force is magical energy in its raw form. The Force theme focuses on reliable force damage, impenetrable barriers, and some utility over magic itself. Spells from the Force theme allow you to create armor, shields, and weapons composed of energy, create magical traps, blast your foes with sheer power, detect magic, and create impenetrable walls.
Forge is the art of creating and altering objects, whether from the materials of the world or out of thin air. The Forge theme focuses on a variety of creation, utility, protection, and control, with some piercing and slashing damage. Spells from the Forge theme allow you to repair objects, fabricate objects, create clouds and walls of blades, cover areas with slippery grease, instantaneously forge hooks and armors, restrain creatures in bindings of iron, build shelters, create materials out of nothing, restore the function of broken objects and constructs, and build a whole fortress in under a minute.
Gravity is a natural phenomenon by which all things with mass or energy—including planets, stars, galaxies, and even light—are brought toward (or gravitate toward) one another. Spells from the Gravity theme focus on gravitational control.
Guardians seeks to block, stop, and protect.
Divine magic is drawn from divinity, both sacred and profane. The Holy theme has a broad focus of utility, protection, summoning and control. Spells from the Holy theme allow you to provide divine guidance and resistance, perform sacred rituals, detect and hinder supernatural creatures, conjure divine protection, call for a holy steed, invoke spirits of faith, blast areas with sacred flame, summon immortal beings, create a divine temple, and mantle areas with divine power.
Ice is like a cold glass; it is hard, frail, and sharp. The Ice theme focuses on cold damage and slow effects, with some protection and utility. Spells from the Ice theme allow you to freeze creatures, cover areas in bitter cold, encase yourself in ice, spear creatures with ice, conjure frost fogs, rain sleet and ice, create walls of ice, animate creatures of ice, assume the form of ice, and unleash blizzards.
Life is preserved through the health of the body and the soul. The Life theme focuses on healing, protection, and utility related to keep the living from harm and death. Spells from the Life theme allow you to stabilize the dying, heal the wounds of creatures, cure the masses, remove afflictions, protect creatures from necrotic damage and ability damage, protect the dead from decay and undeath, bolster creatures against fear, absorb the pain of others, prevent a creature from falling over the edge to death, and regenerate the body.
Light banishes the darkness, bringing happiness and possibility. It also brings retribution with blinding radiance. The Light theme focuses on radiant damage, debuffs, and utilities related to illumination and sight. Spells from the Light theme allow you to make objects irradiate light, create floating motes of light, blast creatures with radiant energy, cast purifying light, create perpetual light, highlight creatures, cast sunlight and moonlight, create walls of light, shed an aura of light, strike with radiant stars, and bind a creature in chains of light.
Madness can lurk deep in the mind, waiting for the psyche to snap.
Marksmen live on the edge of the battlefield, shooting from a distance.
Metabolism is all the chemical reactions involved in maintaining the living state of the cells and the organism. The Metabolism theme focuses on buffs and utility.
Mind is the faculty of consciousness, memories, and thoughts. The Mind theme focuses on debuffs and utilities related to communication and manipulation, with some psychic damage. Spells from the Mind theme allow you to distract a creature’s mind, blast its brain with psychic force, send mental messages, recall memories, fortify the mind against intrusion, read the thoughts of creatures, forge a telepathic link between minds, track a creature’s mind, lock their thoughts, halt their reasoning, deprive them of communication, alter memories, share concentration with others, create mental parasites, split minds, and swap your mind with another creature’s mind.
The Planes are the many realities that compose the cosmos. The Planes theme focuses on utility, protection, control, and summons related to interplanar travel. Spells from the Planes theme allow you to hide objects in other planes, blink from reality, create planar havens, ban creatures from the worlds, travel through the planes, call for allies from the planes, bind outsiders to your will, create pocket dimensions, create interplanar gates, and imprison creatures in dimensional mazes or prison planes.
Plants are the primeval root of nature and natural life. The Plants theme focuses on plant life; it contains a variety of control, protection, utility, summons, and some piercing damage. Spells from the Plants theme allow you to lash your foes with thorns, restrain creatures in vines, cast volleys of thorns, locate plants, speak with and command plants, armor creatures with tree bark, create areas and walls of thorns, grow giant trees, unleash the wrath of nature, move between trees, assume the form of oak, give consciousness and agency to plants, and imprison creatures for a lifetime.
Poison is meant to weaken, sicken, and kill. The Poison theme focuses on poisons, poison damage, and debuffs, with some utility and protection related to poisons. Spells from the Poison theme allow you to intoxicate creatures, release toxic fumes, detect poison, protect creatures from poison, putrefy water and food, sicken creatures, and create clouds of poisonous and nauseating gas.
Fine particles of rock and shells are pervasive across worlds. The Sand theme focuses on control and slashing damage, with some protection and utility. Spells from the Sand theme allow you to shape earth and sand, desiccate your foes, find water, create clouds of sand, assume a sandy form, blast foes with sand, create areas of constricting sand, strip flesh with vicious grit, form magical grasping hands composed of sand, walk across sand, create pillars of sand, animate sand creatures, create walls of sand, turn creatures to pillars of salt, unleash great sandstorms, and imprison creatures in prisons of sand.
Sentinels are always on the lookout, waiting patiently for the opportune moment to strike. They live in the edge of the fray, striking with precision to keep their foe at a distance.
Shadows stalk quietly in the darkness, just at the edge of light. Maneuvers from the Shadow theme focus on the art of stealth, ambush, silencing and blinding. Spells from the Shadow theme allow you to suppress sources of light, pin a creature’s shadow, unleash the shadows’ hunger, create zones of magical darkness, blend into the darkness, teleport between shadows, conjure dark tendrils, create shadowy servants, blind or deafen creatures, create objects from shadows, haunt creatures with dread powers, and assume a form of shadows.
Skirmishers dart in and out of battle, moving in to strike at opportune times.
Spirits are all around; they roam in nature and are the souls of the living. The Spirit theme focuses on utility, buffs, and summons, with some damage. Spells from the Spirit theme allow you to receive spiritual guidance, summon terrifying spirits, manifest spiritual presence, summon familiars and phantom animals, call spirits to protect you and harm your foes, receive omens from the spirits, speak with ghosts, unleash the spirits of nature, witness ghostly impressions of the past, reincarnate the soul of creatures into a new body, create spiritual havens, possess creatures, and trap the soul of slayed foes.
Storms are turbulent, violent, and destructive. The Storm theme focuses on concussion and lightning damage, stuns and staggers, and some protection. Spells from the Storm theme allow you to shock with a touch, deafen and stagger your enemies, arc lightning through your foes, call lightning from the sky, cause thundering explosions, teleport as quick as lighting, conjure storms, animate creatures of thunder and lightning, assume the form of storms, and unleash tempests.
Telekinesis allows a person to influence a physical system without physical interaction. The Telekinesis theme focuses on controlling things at a distance; it contains control, utility, and bludgeoning damage. Spells from the Telekinesis theme allow you to catapult objects, move creatures and objects from afar, give life-like actions to objects, cause kinetic explosions, create gravitational wells, whelm creatures in debris, launch creatures in a direction, create servant objects, feel the surrounding area, reverse gravity, and take control of a creature’s body.
Teleportation traverses great distances in a mere moment. The Teleportation theme focuses on a variety of utility related to position and travel, with some protection and damage. Spells from the Teleportation theme allow you to teleport bits of objects and creatures away, create teleportation waypoints, teleport creatures closer to you, teleport across small and great distances, teleport chunks of ground into the sky, swap the positions of creatures, find magical gates, track down teleportation, summon distant objects, stop creatures from teleporting, create teleportation gates, and teleport back home.
Time marches relentless and unforgiving; time is inexorable. The Time theme focuses on a variety of utility, buffs, debuffs, and control related to action and speed. Spells from the Time theme allow you to ripple the flux of time, borrow time from the future, make creatures repeat past actions, make creatures act faster or slower, make creatures recall their past pain, freeze creatures in time, send creatures to the future, trigger spells for future situations, reverse time, completely stop time, age a creature, and make time fly faster.
Some do all they can to resist Death’s inevitable pull by maintaining unnatural life, ultimately perverting death. The Undeath theme focuses on necrotic damage and unnaturally extending life. Spells from the Undeath theme allow you to prevent creatures from healing, drain the health of creatures, avoid death, animate corpses and grasping hands, fake death, slay and enslave your foes in undeath, protect corpses from decay and undeath, speak with the dead, defy death, create walls of bones, create a macabre marionette of stitched corpses, and replicate the body of a creature as a reserve for its soul.
Divine magic is drawn from divinity, both sacred and profane. The Unholy theme has a broad focus of utility, protection, summoning and control. Spells from the Unholy theme allow you to provide perform profane rituals, detect and hinder supernatural creatures, call for an unholy steed, invoke unholy spirits, blast areas with hellfire, and summon fiendish creatures.
Vanguards are the first in the door. They live in the middle of the fray, launching assault after assault to drive their foes back.
Water is one of the prime elements; it is shapeless, flowing, and crushing. The Water theme focuses on movement control, protection and utility, with some bludgeoning damage. Spells from the Water theme allow you to give shape to water, create fresh water, purify water, conjure fogs, burst torrents of water, remove afflictions and heal creatures, desiccate your foes, breath underwater, walk on water, animate creatures of water, assume the form of water, create prisons of water, cause floods, and unleash tidal waves.