| Spell level | Min. char level | +5 step | +10 step | +15 step |
|---|---|---|---|---|
| 1st | 1 | 6 | 11 | 16 |
| 2nd | 3 | 8 | 13 | 18 |
| 3rd | 5 | 10 | 15 | 20 |
| 4th | 7 | 12 | 17 | — |
| 5th | 9 | 14 | 19 | — |
| 6th | 11 | 16 | — | — |
| 7th | 13 | 18 | — | — |
| 8th | 15 | 20 | — | — |
| 9th | 17 | — | — | — |
Enhancements are cumulative once reached. Spells not in the lookup table below follow the fallback: at each step, add one target, double range/duration, or add one die of effect — GM's choice, fit to the fiction. Damage spells that already scale by upcasting need no adjustment.
| Cantrip | Adjustment |
|---|---|
| Light | moved to a 1st-level spell — at-will, unlimited light undercuts the whole "watch your torches" resource economy; as a spell it now costs a real slot |
| Spare the Dying | no longer auto-stabilizes — instead grants advantage on the Hand of Fate death save. Unlimited free stabilization would erase the Zero Hit Points choice entirely; this keeps a healer valuable without removing the drama |
| Guidance | capped at uses per rest equal to proficiency bonus, rather than unlimited — stops the "cast before every single roll" pattern that flattens ability checks |
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Detect Magic | 1 | presence + school only, no location | full aura + location, 30 ft | range 60 ft; senses through one layer of matter | can tell if an item exceeds the party's own tier |
| Identify | 1 | 8-hr ritual; only reveals magical + category | full properties, Common/Uncommon, 1-hr ritual | full properties, Rare, 10-min ritual | full properties, Very Rare, 1-min ritual |
| Comprehend Languages | 1 | common/trade tongues only | adds dead/ancient languages | adds fey and planar tongues | adds truly alien or first-language script |
| Tongues | 5 | one language at a time, 10 min | full duration, all languages | can extend to one touched ally | lasts while conscious |
| Clairvoyance | 5 | range halved, image only, no sound | full range and both senses | can shift the sensor once per casting | — |
| Scrying | 9 | 1-mile range, blurry, target has advantage on the save | full range and clarity as printed | can scry across planes (GM adjudicates risk) | — |
| Legend Lore | 9 | rumor-tier answers only, not hard fact | full effect as printed | can be cast on pure intent, no name needed | — |
| Contact Other Plane | 9 | madness risk doubled, answers often garbled | normal function as printed | can reliably reach a specific named entity | — |
| Speak with Dead | 5 | corpse must be under a day old, reluctant answers | full 10-day window as printed | works on remains of any age | spirit compelled fully truthful |
| True Seeing | 11 | — | duration to 8 hrs, radius doubled | — | — |
| Locate Object | 3 | only works on something the caster has personally touched or seen up close | works from a detailed description alone | range doubled | can locate a general category, not just one specific item |
| Locate Creature | 5 | fails against any creature actively hiding or warded | full range as printed | works past one layer of mundane concealment | — |
| Locate Animals or Plants | 3 | one specific named species only, short range | full range as printed | can search for a general category (any predator, any blight) | — |
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Knock | 3 | mundane locks only, no magic wards | affects Uncommon-tier wards | affects Rare-tier wards | affects Very Rare-tier wards |
| Rope Trick | 3 | unstable — chance it's noticed or collapses early in danger | stable, as printed | entrance hidden from magical detection | — |
| Passwall | 9 | natural stone/earth only | works on worked masonry | can bypass a magically warded wall | — |
| Tiny Hut | 5 | doesn't block sound; normal wandering-danger odds still apply | as printed — blocks sound, improves rest safety | can be cast once/day without a slot, as ritual | — |
| Fly | 5 | duration halved; disadvantage on concentration over hazards | as printed | can extend to one additional ally per casting | — |
| Teleport family | — | handled entirely by the Workings system — see the separate ritual-magic handout, not level-gated here | |||
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Charm Person | 1 | target always realizes once it ends; advantage on save if approached with open hostility first | as printed | duration extends; target unaware unless given real reason to suspect | can affect up to three targets at once |
| Suggestion | 3 | −2 to save DC; suggestion must be one simple step | full DC and complexity as printed | can affect one additional target | scales to a small group (Mass Suggestion-style) |
| Dominate Person/Monster | 9 / 15 | commands limited to single actions; target re-saves every round | full function as printed | — | — |
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Shield | 1 | baseline (reaction, self) unaffected by this system at any level — large-area Shield is a Working, gated by caster tier in the ritual-magic handout | |||
| Counterspell | 5 | ability check required to counter anything above your slot level, no auto-success | auto-counters at/under slot level, as printed | once per rest, can chain a second counter same round | — |
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Revivify | 5 | returns with one level of exhaustion | as printed, no exhaustion | casting window extends to 10 minutes | — |
| Raise Dead | 9 | two levels of exhaustion, lasting a full week | exhaustion reduced to one level, clears next long rest | can raise even with a small piece of the body missing | — |
| Resurrection | 13 | permanent Con point lost, as printed | no permanent loss | — | — |
| True Resurrection | 17 | effectively Working-tier magic for anyone dead more than a few years — see the ritual-magic handout | |||
| Spell | Lvl | At minimum unlock | +5 | +10 | +15 |
|---|---|---|---|---|---|
| Invisibility | 3 | ends on any attack or spell (as printed); high passive Perception can still catch motion | as printed | can extend to one additional creature per casting | can hold briefly without concentration in short bursts |
A handful of spells don't fit the framework above at any tier — no restriction makes them compatible with the setting, so they're removed outright rather than gated.
| Spell | Why no tiered version works |
|---|---|
| Modify Memory | the setting runs on complicity and what people remember doing — rewriting that isn't a "too strong" version of a good mechanic, it's incompatible with the premise |
| Zone of Truth | flattens moral-complexity mysteries into a binary; there's no good partial version of perfect lie detection |
| Nystul's Magic Aura | undermines the Identify/Detect Magic tier system directly by letting an item's true nature be masked or faked |
| Clone | pre-purchases immortality before the stakes exist, sidestepping everything Raise Dead and Resurrection are built to cost |
| Simulacrum | a free duplicate ally contradicts both magic scarcity and "you don't go alone" as a running theme |
| Wish | open-ended by design — no Working lookup-table entry can capture "anything you want," so it doesn't fit the framework rather than needing a harsher version of it |
| Mind Blank | blanket, 24-hour immunity to a whole category of magic removes tension from anything it touches, with no interesting failure mode |
| Silvery Barbs | a reactive spell whose entire function is undoing a success that already happened — it doesn't erode stakes like the others, it erodes the table's dramatic moments directly, and no restricted version changes that |