Magic Timeline
Extend Sense
(Attunement) Allows an individual to have their antennae become more sensitive to vibrations nearby. Does not work on people who do not have the necessary organs.
Stillness
(Attunement, 1st-level) Causes the vibrations caused by your movement to greatly reduce in range, allowing for easier ambush attacks.
Attract
(Attunement) Causes movement-like vibrations in a nearby space, the intent as to ambush or lead away predators.
Accelerate
(Attunement, 1st-level) Cause the vibrations that would usually be used to attract predator or prey, and instead use it to enhance your swimming speed, requires concentration.
Ensnare
(Destruction, 2nd-level) Instead of enhancing swim speed, cause a creature to be trapped in a whirlpool. Requires concentration.
variant made, it can now cause cuts.
Drown
(Destruction, 2nd level) Cause the water nearby a creature's gills to be affected by Stillness, causing them to drown.
Reduce Light
(Abjuration) Cause the shadows around you to shade you from the sun and light and in general.
Now can be upcast for a larger radius.
Now has more precision in general.
Protect From Evil
(Abjuration, 1st level) Protect a creature from Fire damage.
Can be used offensively against prey in order to make them easier to hunt.
Shadow Puppet
(Untyped) Change the form of a shadow within sight.
Eyeburn
(Desecration) Increase the amount of light in an area and cause all nearby to make a save or be blinded. The original casting was an accident, and considered by all to be taboo. The original caster was made an example of, causing a chain of events that would lead to the current state of divide between this race.
Ignite
(Desecration) Cause a spark strong enough to light a fire. This is equated to opening a portal to hell.
variant made, it also protects against blinding.
Hellbane
(Abjuration, 1st level) Make it impossible to light fires in a large area. Any fires in this area are immediately snuffed out.
Engulf Soul
(Desecration, 2nd level) Ignite a person, dealing Fire damage until they are put out or die. This is the number one forbidden spell, it is named as such because the makers believe that dying because of fire destroys your soul along with your body.
variant made, can now also make anglerfish-type light. (High Dwellers only)
Some ocean people rise high enough for light to exist where they are. These people are called "High Dwellers".
Burst
(Destruction, 1st-level) Cause a rapid change in vibration in a small area, causing a large “pop”. It deals Fire and Crushing damage.
variant made, now can be upcast to affect more creatures at once.
Fillet
(Destruction, 3rd level) Cause a lot magic to cause extremely precise cuts on a creature, the creature will take damage if they move at all unless they are healed.
variant made, created a new type of damage called Inimical, named after Inim The Malarch, God Of Tyrants, in other words the sun. It's essentially Radiant damage.
variant made, it can be upcast to 2nd level to be able to put out Engulf Soul fires.
Mirror
(Illusion) Create a magical floating mirror. This was a breakthrough discovery.
Purify
(Abjuration, 3rd level) Can remove DOT from any spell as long as it deals Fire or Inimical, additionally, it heals some HP.
Purify is changed from Abjuration to Purification.
Ensnare Strike
(Destruction, 2nd level) When attacked, the user summons a sudden current to disrupt the attack made.
Disarming Burst
(Destruction, 3rd level) When attacked, cause a Burst, disrupting the attack and dealing damage if it exceeds their damage.
Devour
(Desecration, 3rd level) Infect an individual with light, causing Inimical damage to them until they die. Doing this affirms that you are part of some sort of devil-worshipping cult equivalent.
Ray Of Inim
(Desecration, 3rd level) Shoot bolts of Inimical energy, dealing a large amount of damage.
Falsehood
(Illusion) Create a small static mirage with a shape of your choosing.
Purity is changed back to Abjuration.
Purity is changed again to Purification.
Purity's category of magic is henceforth debated heavily and is largely left up to interpretation.
Touch Of The Nightmother
(Judgement, 1st level) Deplete the heat of an area so completely it becomes bitterly cold. This was used a lot during a time where the Sun Cult was in its infancy, it was used as a witch-trial tool that didn't really work.
Can now be upcast to deal more damage.
Variant made, it can now target an area instead of a single target.
Summon Nightchild
(Judgment, 3rd level) Summon an animated shadow who causes Cold damage to any that stand in the same square as it, the Nightchild moves randomly of its own accord and cannot be controlled or instructed. The incantation includes a prayer to the Nightmother to send a arbiter that will slay the unholy.
Major Falsehood
(Illusion, 1st level) Create an animated mirage that can shape and reshape at your whim.
Air Swim
(Attunement, 2nd level) Gather the air currents and allow an individual to swim in air as if it was water.
Surface Breath
(Attunement, 2nd level) Allows the user to breathe air despite only having gills.
Grasp Of The Nightmother
(Judgment, 4th level) A hand of shadows appears from a surface nearby the user and grasps a target within a short distance, the grasped target takes massive Cold damage is rendered unable to breathe.
Summon Envoy Of Inim
(Desecration, 4th level) Summon an animated being of light that casts blinding light everywhere within a great distance, any creature nearby must save or be blinded and takes Inim damage dependent on proximity. The being cannot be controlled or instructed and acts randomly of its own accord.
Falsehood is renamed to "Minor Falsehood".
Summon Nightsister
(Judgment, 5th level) Summon a tall animated shadow that looks a like a small version of how The Nightmother has been depicted since ancient times. This being cannot be controlled or instructed, but will attack your enemies. If any creature is within the same square as this being, they are affected by a less drastic version of Grasp Of The Nightmother. This being can deal Dispel Damage when it attacks; additionally, if this being takes too much Dispel Damage, it will disappear.
Summon Enforcer Of Inim
(Desecration, 5th level) Summon an animated being of light that looks like the Enforcers Of Inim as they have been depicted since ancient times. The being cannot be controlled or instructed, but will attack your enemies. If any creature is within a short distance of this being, they take Inimical damage dependent on proximity and must save or be blinded. This being can deal Dispel Damage when it attacks; additionally, if this being takes too much Dispel Damage, it will disappear.
Dispel Damage is a type of damage that causes harm to spells, enough of it will cause a spell to fail instantly.
Summon Avatar Of Inim
(Desecration, 7th level) Through the use of Grand Ritual Magic, The 9 Heretics successfully summoned a being whose mere presence causes the face of the world to burn away, just like Inim The Malarch of myth and legend. Any creatures or objects nearby this being will take a massive amount of Inimical damage. The being can use Ray Of Inim at will, and when the being does so, it has inifinite range and causes and explosion on impact, dealing extra Inimical damage to all creatures and objects nearby. This being cannot be controlled or instructed, but will attack your enemies, not moving unless an enemy is outside of range of its aura. This being can deal Dispel Damage when it attacks; additionally, if this being takes too much Dispel Damage, it will disappear. The only being that can block the aura is an Avatar Of The Nightmother.
Grand Ritual Magic is witnessed by this race for the first time. It happens when one of this race travels to the desert and sees the Blood Cyclone thingy.
Sacrifice
(Sacrifice) Take a small amount of damage in exchange for a +1 to all checks for a minute.
Grand Ritual Magic is shown to the mountainy bois.
Summon Avatar Of The Nightmother
(Judgment, 7th level) Through the use of Grand Ritual Magic, The 9 Sages successfully summoned a being that stretches all the way across the sky, plunging the day into night, just like the Nightmother of myth and legend. The being can use Grasp Of The Nightmother at will, when the being does so, the hands emerge from the being as an origin and the grasping range is increase to infinity; additionally, the grasp causes an individual's blood to boil in their body, deal extra Void damage as if you were in space. This being cannot be controlled or instructed, but will attack your enemies, not moving unless an enemy is outside of range. This being can deal Dispel Damage when it attacks; additionally, if this being takes too much Dispel Damage, it will disappear. This being can block the auras of the various Inim summons.
The fight between The 9 Heretics and The 9 Sages caused a world-shattering event, shaping the face of the continent with a scorch mark the size of a city; that mark is still there to this day and is considered an important landmark.
variant made, can now be upcast to 2nd level to cause a much bigger explosion.
Nightmother's Embrace
(Purification, 3rd level) Heal a lot of HP. This was a discovery made by an individual with a fanatical focus on removing as much impurity from a person as possible, eventually they succeeded in the first magical healing spell among their culture.
Nightblade
(Judgment, 2nd level) Create a melee weapon (usually a sword or dagger) out of shadow, it deals Cold damage.
Variant made, now causes Dispel Damage as well.
Variant made, it can now be a ranged weapon too.
Variant made, there's now a Desecration equivalent that deals Inimical damage.
Variant made, can now be used to make solid objects.
Variant made, it can now be used to make shields, or upcast to make a whole suit of armor.
Variant made, can now be cast at 3rd level in order to protect from all fire and inimical damage.
Can now be upcast to heal more.
Can now target an area instead of a single creature, when this is done, the healing is split among those targeted.
It is theorized that if a set of mages could produce enough 7th level "spell slots", they could summon the true forms of the gods and not just avatars. Summoning the true forms of the gods would be catastrophic and likely end the world however.
Nightmake
(Construction, 2nd level) Create a structure made of shadows, can be upcast to make it bigger or more detailed.
Minor Nightmake
(Construction) Create a a small structure out of shadows that can fit in the palm of your hand. It was designed to be a smaller, but easier use, version of its parent spell.
Variant made, range increased.
Screech
(Destruction, 2nd level) Can an enormous amount of noise suddenly, stunning nearby creatures.
Can now be upcast without harming oneself.
Siren's Song
(Destruction, 3rd level) Charm creatures that can hear you, they cannot attack you or take any action except walk toward you until you make an attack or they make the save.
Rupture
(Destruction, 4th level) The target must make a save or have an explosion go off inside their chest.
Gravity
(Discord, 4th level) The target is suddenly overcome by an increase in apparent weight, make a STR save or be knocked prone until you can make the save, additionally, take a bunch of crushing damage, and extra damage if you collide with an object.
Unravel
(Destruction, 5th level) The target is suddenly and violently shaken, causing tears and ruptures in their flesh. They must make a CON save or take a lot of damage.
Asphyxiate
(Destruction, 3rd level) Cause a creature with lungs to no longer be able to breathe.
Fly
(Attunement, 3rd level) Grant flight to oneself.
Can be upcast to include more targets.
Can be upcast to include more targets.
Can be upcast to make the save harder.
Telekinesis
(Attunement, 4th level) Cause an object or creature up to a particular amount of weight to moved at your whim through the air. If slammed into an object, they take damage equivalent to Gravity.
Can now be use on others.
Can be upcast to include more targets.
Far Dwellers adapt to land.
Erase
(Destruction, 7th level) Cause an even more intense shaking, one that threatens to tear the very fabric of one's being apart. The shaking does not stop until the caster loses concentration or there is nothing left of the target. If the target dies from this spell, they explode, dealing fire and crushing damage to everyone within a 60-foot circle equal to the target's mass.
Can be upcast to increase the weight limit.
Siren's Chorus
(Destruction, 5th level) Create a chorus of your own voice, all singing a Siren's Song. Any creatures that can hear you must make a save or do everything you ask. Taking damage of any kind allows them to repeat the save immediately.
Sense Heat
(Attunement, 2nd level) The user can sense all sources of heat within 100 feet of themselves.
Silence
(Discord, 3rd level) Cause all sound within a 20 foot circle to be completely nullified. Causes those that see with vibrations (such as this race) to become blinded.
Shield
(Discord, 1st level) Create a sudden vibration that deflects attacks made against you.
Variant made, can now be targeted against a single creature to cause only them to be silenced, even if they move. This will still blind creatures that use vibrations to see.
Can be upcast to make it last longer.
Greater Shield
(Discord, 3rd level) The shield is given a duration of a minute.
When using blood for the catalyst for a spell, each point of damage can be directly converted into "spell slot" value, even allowing one to bypass normal limitations to "spell slot" level contribution, but it can never exceed 7th level's value.
Grand Ritual Magic is invented.
Grand Ritual Magic is magic produced by a large number of mages in order to create one effect; this allows for extremely powerful spells. Though, it should be noted that you can only add "Spell Slots" of no lower than 4 levels lower than the spell's current level, which means that it gets to the point where fewer and fewer mages can even contribute.
Fertility
(Sacrifice) Take a small amount of damage in exchange for increased fertility given to a target, whether it be a plant or creature.
Blood Might
(Sacrifice) Take a large amount of damage to gain resistance to all forms of damage and +2 STR. When this spell's duration ends, the target's maximum HP is lowered by amount of damage taken for a week.
This is no longer used or widely known.
This is no longer used or widely known.
A great war threatened all of this race, so all of the elderly that couldn't fight offered their blood to help the young to fight, year after year this continued, Grand Ritual Magic spells being cast repeatedly until it started to cost less and less, the magic in the environment had begun to attune to those spells, and they started to win for a while. That is until the other side brought forth horrifying monsters capable of altering their very beings in order to kill more efficiently. As a last ditch effort to survive, all of the elderly and wounded offered all of their blood to create the most powerful Grand Ritual Magic spell ever cast, it was a 7th level spell, however they didn't use the whole of the magic, only a fraction, the rest created a massive side-effect... this side-effect is now considered a god. A cyclone of blood rose from the corpses of the fallen, sustaining itself by converting blood into raw mana, all of that mana was then used to cast the spells that were used over and over for a hundred years, permanently.
Guarantee Heir
(Sacrifice) Take a small amount of damage to guarantee that the target bares a child if it is possible for them to do so.
Clean
(Sacrifice) Take a small amount of damage to cause a body or container of water to be purified and safe to drink.
Surge
(Sacrifice) Take a large amount of damage to gain another two actions on your turn.
Reservoir
(Alteration) Create a pocket of stable magical energy, and as long as you don't take all of the mana, it will eventually replenish and be reusable. This however must be attached to an object as living creatures already have Reservoirs inside of them.
Sculpt
(Alteration, 1st level) Temporarily change the physical properties of an object to allow for shaping or movement that simply would not be possible under normal circumstances.
Heartburst
(Last Resort) Double the number of attacks you can make for 1 minute, but when the duration ends, you gain 20 stacks of "Heart Cripple", for each stack your maximum HP goes down by 1. Each stack can be recovered from, the first stack since you've last used this spell takes a number of days equal to the number of stacks of Heart Cripple on you, each one thereafter takes 1 week.
Harden Blood
(Last Resort) Take less damage, convert the bonus to AC from DEX to CON, reduce DEX by a lot and drop to 0 HP when the duration ends.
"Sacrifice" can now deal more damage to give advantage and a higher bonus.
Can now deal more damage to also allow the caster to choose the sex of the resulting child, or to increase the number of children, or both. This spell cannot change the sex of the child once the organs have been formed, attempting such will cause abnormalities and likely make them sterile.
Assured Death
(Last Resort) Take 100% of your maximum HP and deal 200% of it to a single target. This damage cannot be mitigated or ignored by any means.
Might Of The Ancestors
(Sacrifice, must be connected to The Pool Of Ancestors) Take a moderate amount of damage to increase your STR by 1 for one minute.
Can now take more damage to increase the STR gained.
Can now take more damage increase the duration.
"Sacrifice" can now be used against a target to impose the benefits as an equal and opposite penalty. To clarify, you still take the damage.
Hippoto
(Last Resort) The name of this spell literally means "to close a/the door", in their culture going into the afterlife is called "Deppoto", which means "to open a/the door". Instantly drop to 0 HP and heal that many HP of a single target, if that target is dead, subtract 1 HP for each second they've been dead; if the total is above 0, they revive and can continue living as if nothing had killed them to begin with.
Share Blood
(Sacrifice) Take any amount of damage and heal that many HP to a single target of your choosing.
Safe Birth
(Sacrifice) Cause a target who is baring at least one child to become immune to any further castings of "Guarantee Heir".
Now also increases the odds that the child will be born alive and healthy.
Protection Of The Ancestors
(Sacrifice, must be connected to The Pool Of Ancestors) Take any amount of damage to consecrate any object or creature with a (+2 to AC?) for a number of minutes equal the amount of damage taken. This can be cast again on the same target to increase the duration by the amount offered.
Reawaken Dead
(Purification/Sacrifice, 4th level) Take a large amount of damage to heal the amount of damage taken plus (about half of the amount that Nightmother's Embrace does) to a corpse of your choosing. If the amount healed meets or exceeds the amount of time they have been dead in minutes, they revive and can continue living as if nothing had killed them in the first place.
Polaedo
(Sacrifice) Literally translated as "Blood Murder". Deal any amount of damage and make an attack, if it hits it deals 200% of the damage taken during casting plus your spellcasting modifier to the target.
Transfigure
(Alteration, 4th level) During the duration, the target's body parts can be pierced, molded, or removed without difficulty or loss of function, any parts removed will continue to work as if they had not been until the duration ends. If the target is unwilling, they get a save.
Can be upcast to increase the duration.
Major Falsehood can now be upcast to create a bigger illusion.
Can now be upcast to at least 5th level in order to allow for the first fatal blow to drop you to 1 instead of 0.
A splinter group of prisoners and outcasts begin to form, and out of rebellion, attempt to make new spells that would be considered taboo.
Infuse
(Alteration, 3rd level) "Implant" a spell into an object or creature. If done enough times, it becomes permanent.
Defend Mind
(Digress, 1st) Give yourself advantage on the next mental effect that attempts to affect you.
Mindrattle
(Aggress) Cause the target to make a saving throw, if they fail they take Psychic damage and have disadvantage on their next check or attack.
Barrier
(Digress, 1st level) Absorbs the next 10 points of damage before disappearing, only lasts for a single round.
Invokers were not an intentional product, in fact, they're still not... their existence is not well understood outside of the observation that being born or staying in a place with a lot of magic power can cause it sometimes.
Some have tried to reproduce this effect, but none have succeeded.
Dampen Mind
(Aggress, 1st level) Cause your target to make a saving throw, if they fail, their INT drops by 1 for a round.
Lockdown
(Digress, 2nd level) Cause your target to be unable to move until they or another deal enough damage to break the shield.
Can now be upcast for more INT damage.
Can now be upcast to target more targets.
Iron Maiden
(Digress, 3rd level) Does the same as the previous, but also cause damage each turn until you barrier is destroyed.
Hyperthought
(Glorification, 1st level) Increase your INT by 1, but take a small amount of damage per turn.
Can now be upcast for more INT and damage to oneself.
Can now target a target other than oneself.
Dominate
(Aggress, 3rd level) Force a save, if they fail, they will take their orders without question.
Can now be upcast to be used faster.
The slaver race finds the Swamy Bois.
The slaver race gets too big for their britches.
Can now be upcast to affect multiple targets, but it retains the concentration cost per target.
Read Mind
(Aggress, 3rd level) Force a save, enter the mind of a target and view their thoughts and memories.
Invade Mind
(Aggress, 4th level) Force a CHA save, if the target fails, you can add the number of concentration slots you have open to all mental effects against that target.
Mindslave
(Agress, 3rd level) Force a INT save, if the target fails, they become catatonic and you gain 2 concentration while they remain that way. (Costs 1 concentration)
Liberty Or Death
(Digress, 2nd level) Instead of suffering a mental effect, you take Psychic damage equal to the save's DC minus your INT.
Can now be upcast by 1 level to cause the mind invasion to become hidden, and activatable at any time and long as one retains concentration.
Scan Mind
(Digress, 2nd level) Learn about all active or inactive mental effects on a target.
Feedback
(Aggress, 4th level) Cause damage to the origin of a selected mental effect on a chosen target.
Mind Shield
(Glorification, 3rd level) Reduce all Psychic damage taken by 2d10.
Can be upcast to increase the number of d10s.
Can now be upcast to increase the pool of damage soak.
Can be upcast to increase the duration instead, or in any order/amount of either.
Overload Mind
(Aggress, 5th level) Double the number of concentration cost of all spells, if the number of concentration goes over maximum, the target takes 2d10 Psychic damage per concentration exceeding.
The damage can now be substituted for extra concentration cost.
Can be upcast to increase the concentration cost increase by one additional time for each spell level above 5th.
Retrace
(Digress, 3rd level) Allow yourself to target the origin of any mental effect on a given creature with a spell of your choosing.
With the invention of "Retrace", the Swarms made a surprise simultaneous attack on the most powerful of the Slaver Race, crippling their foothold and chain of command in one fell swoop. After that, it was a matter of picking them off at their leisure, and they were thorough.
Blood Steel
(Sacrifice, requires direct access to The Pool Of Ancestors) Create a very heavy and sturdy metal out of iron, it has a dark red color and holds an edge very well.
Juhki-Della Kyron De-Kikla
(Alteration, 4th level) Cause a single willing creature to become a fledgling Juhki-Della, which is to say, that the next time the target levels up, they can choose a level in Juhki-Della. Juki-Della means "remade one" in their tongue.
Fuel
(Creation, 1st level) Expend magical energy to allow an energy (such as fire) to be able to sustain itself for longer.
Spark
(Creation, 1st level) Create a tiny spark out of the power if the sky, lightning. Has a very short range
Energize
(Alteration, 2nd level) Increase the Agility of a single target by 1. This does not stack.
Enervate
(Alteration, 2nd level) Force a save, if the target fails, their Agility is reduced by 1. This does not stack.
Greater Spark
(Creation, 2nd level) Spark is given more damage and range.
Incend
(Creation, 1st level) Create a small fire that can be thrown or used to ignite flammable objects.
Caster can now choose to snuff the flame created as an action, as long as it doesn't get bigger than about a campfire in size.
Control Flame
(Creation) Manipulate an existing fire, fine control is not possible as of the base level, and the overall fire manipulated cannot exceed the size of about a campfire.
Can now be upcast for more fine control and a greater amount of flame controlled.
Can be upcast to 3rd level to create a line instead of targeting only 1 target, as well as increasing damage.
Can be upcast to add more damage, and if done to 3rd level, gains a large radius (not unlike Fireball the spell)
Flamecatch
(Creation, 3rd level) If a fire spell is less than or equal to 3rd level, you can gather it into your hand and throw it as if it was the spell Incend cast at the same level of the amount of fire caught, whether you have the spell or not.
Flamecatch can now also affect Lightning, and therefore will activate Spark or Greater Spark accordingly. Lightning is regarded as "sky fire" by this race.
Can now be upcast for more damage when cast above 4th.
Can now be upcast to accommodate more flames (or lightning).
Animate
(Necromancy, 1st level) Cause a dead being to do a single task, if it would be against their nature in life, a persuasion check is required to convince them to do it, the more powerful the creature is, the harder the check. If the task cannot be completed, or would take more than a year to do so, the spell fails. Requires 1 concentration.
Corpsespeech
(Necromancy) Gain advantage when attempting to convince the dead for the next minute.
Dominate Dead
(Necromancy, 2nd level) Instead of convincing the dead, they must make a saving throw or follow a single task without question.
Can now be upcast to increase the duration from a single task to a number of tasks equal to the convocation spent, and the maximum length is increased by a year per level, until 4th level, when the spell will no longer fail due to task length (this also makes it possible to set them to tasks that cannot be completed).
Enchant Dead
(Necromancy, 3rd level) Cause a dead creature to have an increase in stats.
Preserve Dead
(Necromancy, 1st level) Cause a corpse to go into stasis, not rotting until a day has passed.
Metamorph Dead
(Necromancy, 4th level) Change the properties of a corpse (some examples are: incorporeal, and tanky undead)
Reverse Rot
(Necromancy, 3rd level) Regenerate a corpse to remove the rot of up to 10 years of erosion.
Can be upcast to increase the duration to the following:
2nd: A week
3rd: A month
4th: A year
5th: A century
6th: A millennium
7th: Permanent
Can now be upcast to multiply the number of years by 5 years per level above 3rd.
Custom Dead
(Necromancy, 5th level) Configure body out of any number of corpse fragments or full bodies, and then make them a single unit. You can then assign them no more than 5 tasks, but they are not required to have a terminal condition. You can additionally add modifiers as if you had cast Metamorph Dead on it.
Animate can now be upcast to 4th level or higher to no longer require one to convince the dead to complete any tasks assigned.
Life Eternal
(Necromancy, 7th level) Cause any creature to no longer age, they however give up the right to procreate when they become the target of the spell.
Can be upcast to increase the number of tasks to be equal to the convocation level spent.
Keen
(???, 1st level) Add 1d4 to the attack bonus of a weapon or 1d4 to the AC of an armor for a single round.
Mythril
Ego
(???) Imbue an object with a will, the object can then activate and use any abilities that are attached to it, as well as offering other benefits at times. Upon casting, you must choose 3 traits, it will uphold those traits at any cost, even attempting to bend the user's will to align with its own if it can.
The power, and subsequent usefulness, of the will of any object with this spell cast depends heavily on the convocation level cast on it.
Make sure to add a lot of cool stuff that this can do so that people want to use it.
Contructs and magitech cyborgs.
Lunatite
Implant
(Alteration, 2nd level) Place an object into a living creature, that object is attached until this spell is cast again or until surgically removed.