The Utility spell in 13th Age is a lovely way to cram all those spells that are great in the right situation, but useless most of the time into a single handy package. This article presents two variants on the regular Utility spell. Each one takes up a spell slot, as usual.
Illusion Utility Spell
1st – disguise self
Range: Close-quarters spell
Daily
Effect: This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or race. Using it to impersonate a specific creature makes it less effective as a disguise (-2 to -5 penalty).
3rd level spell: The spell lasts for 1 hour.
5th level spell: The spell also provides smell; +2 bonus to any checks.
7th level spell: The spell also handles correct-sounding vocal patterns and rough mannerisms; +4 bonus to any checks.
9th level spell: You can now target an ally with the spell; you can also now use it on up to two creatures at once.
1st – illusion
Range: Close-quarters spell
Daily
Effect: You create a minor illusionary sound or smell. Nearby creatures that fail a normal save notice the sound or smell; those who make the save may notice it but recognise it as not exactly real. You must concentrate to maintain the illusion.
3rd level spell: You can create an apparition – an illusory object or creature of up to about human size. Again, those who fail treat the illusion as real; those who succeed recognise the object as an illusion. Interacting with the illusion in any contradictory way (trying to cross an illusory bridge) breaks the spell. Illusory creatures cannot move or attack, but can appear threatening. You can’t cast an illusion over something – it can only appear in empty space. Illusions can’t do actual harm. so if you crush someone with an illusory boulder or stab them with a fake sword, they soon notice they’re not crushed or stabbed. Unless they’re really stupid.
5th level spell: You may animate your apparitions, causing them to move.
7th level spell: It’s now a hard save to see through your illusions.
9th level spell: Your illusions now last even when you’re not concentrating on them. The illusion lasts as long as someone believes in it.
1st – cloak
Range: Close-quarters spell
Daily
Effect: You make one small object or person… not invisible, per se, but easy to overlook. The spell won’t hide its target from even a cursory search, but it won’t be noticed by a quick glance. The spell lasts for one minute or so.
3rd level spell: You can now hide 1d4+1 targets.
5th level spell: Those cloaked are now hidden from scrying and divination spells. The caster of the divination spell can tell their spell has been blocked. This protection lasts until sunset or sunrise.
7th level spell: The protection from scrying and divination now lasts a full day.
9th level spell: You can hide a small army or a location (like a village or castle) from divination.
3rd – message
Range: Close-quarters spell
Daily
Quick action to cast
Effect: You send a one to two sentence message to another person you know and have touched in the last week. Sending a message to a person you can see is always easy. Sending a message to a person you can’t see requires a skill check using Intelligence against the highest-tier environment that you or the sender are occupying.
The maximum distance you can send a message depends on the spell’s level.
3rd level spell: Across half a city, at most.
5th level spell: Across the entire city and a bit into the countryside.
7th level spell: Between cities near to each other.
9th level spell: From any city to any other city, or across a sea.
5th – enter dreams
Range: Unlimited, as long as you’ve got a connection of some sort to the target.
Daily
Effect: You enter the dreams of the target. You’re an astral projection, but any damage you suffer on this jaunt is real damage – and you can be killed in a dream. Obviously, you can only cast this spell when they’re sleeping (the spell isn’t expended if you use it on an invalid target). When inside the target’s dreams, you can observe their subconscious thoughts, and may be able to plant suggestions, change their opinions or convince them you’re a messenger or omen – save vs inception, basically. The dream-world may identify you as an intruder and turn on you.
7th level spell: You can now ‘hop’ from dreamer to dreamer, scanning for a particular target even if you don’t have a connection them. You need to target a general area – for example, if your target is in Axis, you can move through the dreams of random people in Axis until you find your quarry. Also, you can take up to five other travellers with you in the dream.
9th level spell: You can now teleport to the location of your target, if they permit it. You appear when they wake up. Other travellers can’t teleport with you – it’s a solo teleport.
7th – symbol
Range: Close-quarters spell
Daily
Effect: You brand a magical symbol on an immobile object or surface – typically, castle walls, mountain cliffs, stones marking the border of your domain and the like. If the object’s moved, or the symbol is physically destroyed, the spell is broken.
You may inscribe your own personal symbol, or the symbol of an Icon.
Symbols last until your next full heal-up. You can only inscribe one symbol in a place – if multiple symbols can be seen from a spot, they cancel each other out.
Allies of that Icon are inspired by the sight of the symbol. They may immediately roll any positive relationship dice with that Icon. If you inscribed your own symbol, your allies are filled with awe at your power; any game benefit is up to the GM, but could include gaining a free save against an ongoing condition, spending a recovery, or just general good luck.
Enemies of the Icon – or your enemies – are struck by a Intelligence + Level vs MD attack; those who are hit are affected by Fear (save ends).
Either way, a character can only be affected by a given symbol once per day.
9th level spell: Your symbols are now permanent until destroyed.
Transmutation Utility Spell
1st – feather fall
Range: Close-quarters spell
Daily
Free action to cast
Effect: When you cast this spell, it arrests your fall, letting you glide down the ground over a round or two.
3rd level spell: You can now target a nearby ally with the spell.
5th level spell: You can now target up to two nearby creatures with the spell.
7th level spell: You can now target up to five nearby creatures with the spell.
9th level spell: You gain some control over where a target falls, like a quickly gliding feather.
1st – hold portal
Ranged spell
Daily
Effect: You cast this spell on a door. For ten minutes, adventurer-tier creatures can’t get through the door. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through.
3rd level spell: The spell now lasts for an hour. Adventurer-tier creatures are stymied. Champion-tier creatures can batter the door down or destroy it after three failed DC 20 skill checks by the spellcaster. Epic creatures notice that the now-busted door had magic on it.
5th level spell: Champion-tier creatures take a few minutes to force the door open. Epic creatures can force it open after one failed DC 25 skill check by the spellcaster.
7th level spell: Champion-tier creatures are stymied for up to an hour by the door. Epic tier creatures get through after three failed DC 25 skill checks by the spellcaster.
9th level spell: Champion-tier creatures can’t enter. Epic-tier creatures can’t get through for an hour.
1st – disappear
Daily
Effect: You cause an object to vanish into a pocket dimension. You can call this object back into reality with a gesture, and it appears in your hand or next to you. At the GM’s discretion, willing people or player characters whose players missed this game session count as ‘objects’ for this spell.
You can only disappear or conjure a single object with the spell – but a container full of objects counts as one target.
If you’re unconscious or slain, or when the spell duration ends, the object reappears instantly.
The size of the object depends on the level of the spell.
1st level spell: Anything that fits in the palm of your hand
3rd level spell: A backpack and its contents
5th level spell: A big sack
7th level spell: A large wardrobe, a horse and cart.
9th level spell: Pretty much anything.
3rd – levitate
Ranged spell
Daily
Effect: Until the end of the battle, you can use a move action to rise straight up into the air or descend straight down. The spell itself won’t move you horizontally. The up-or-down movement is about half as fast as your normal movement. While levitating, you take a –2 penalty to your attacks and are vulnerable to attacks against you.
5th level spell: You can now cast the spell on a nearby willing ally instead of yourself.
7th level spell: You can now cast the spell as a quick action, and the spell can now affect two targets.
9th level spell: The spell can now affect five targets.
3rd – animate
Daily
Effect: By touching an object, you imbue it with temporary animation and life. You could cause a chair to dance, a candlestick to walk over and set a pile of straw on fire, a door to unlock itself, or a chain to wrap itself around a target. Animated objects are slow and comically clumsy – they can obey commands, but aren’t any good in a fight. The objects gain the power to bend and move, but will damage themselves if they try anything too strenuous. Objects connected to other objects (like a door in a wall) can be ordered to rip themselves free, but may succeed only in damaging themselves – and any damage to the object ends the spell.
The object completes one task, then stops moving.
3rd level spell: Any object you can hold in your hand
5th level: A piece of furniture
7th level: Anything up to about the size of a house or small sailing ship.
9th level: Wake up, you lazy mountain!
3rd – transmute element
Daily
Effect: You charge your hands with the magical ability to transmute one element into another. Anything you touch while you concentrate on this spell is transformed. You can’t cast other spells while maintaining this one.
Possible transmutations, any of which can be reversed.
3rd level: Rock to mud
5th level: Lead to gold, fire to ice
7th level: Flesh to stone, steel to glass. Also, you can now make your transmutations permanent if you wish.
9th level: No new transformation, but you can now cast the spell as a transmutation wave instead, affecting an area around you instead of being limited by touch.
5th – water breathing
Range: Close-quarters spell
Daily
Quick action to cast
Effect: You can breathe underwater for the rest of the battle (or about five minutes). You become aware a couple of rounds ahead of when the magic of the spell is about to end.
7th level spell: You and 1d4 + 2 nearby allies can breathe underwater this battle.
9th level spell: The spell affects you and 1d6 + 2 nearby allies for 4d6 hours.
7th – wall
Quick action to Cast
Daily
Ranged spell
Effect: You conjure a wall of stone. It’s a really big wall, nice and thick. It appears between you and the nearest person who intends to harm you, if you’re in combat. The wall can be climbed (DC25) or flown over, but it’s a really, really long wall, so people can’t trivially walk around it. If there are nearby anchor points – dungeon corridor walls, buildings, hills, etc – then the wall appears between them. Casting this spell immediately takes you and any nearby companions out of combat (assuming your foes can’t easily overcome the wall) without incurring a campaign loss.
9th level spell: It’s now a wall of fire.
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.