Duality Spells in Ah'shi'berö | World Anvil
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Duality Spells

-Jonthan Kindling-

  1st-level enchantment (ritual)   Casting Time: 1 action   Range: touch   Components: V, S, M (A piece of Jonthan root worth at least 5 silver which the spell consumes)   Duration: A short rest or one long rest.   Sleep is something needed by most creatures. While that need is great many times sleep eludes us. You touch one willing creature then summon the magics of the Sleeping Tree to help those gain a restful sleep. The oils of the root waft into the air becoming a softly glowing vapor which swirls around the head of the touched creature. As the vapor flows into the eyes of the touched creature choose short rest or long rest.   If short rest is chosen, the creature sleeps for exactly 30 minutes. If the sleep is not interrupted by any means they recover the max amount of Hit Points when spending a Hit Dice. If the creature has only 1 rank of Exhaustion, it is also cured. If the sleep is interrupted for any reason, they recover no Hit Points from spent Hit Dice.   If long rest is chosen, the creature sleeps for exactly 8 hours. If the sleep is not interrupted by any means they recover up to 3 levels of Exhaustion and may make a Saving Throw vs any one ongoing ailment that is the equivalent of a spell equal to or lower than the level this spell was cast at. If the sleep is interrupted for any reason, they do not gain the benefits of a long rest.   At Higher Levels. Increase the Saving Throw vs being woken up by 1 when cast at 3rd, 5th, 7th, and 9th level.   Spell List. Bard, Druid, Warlock    

-Know Fear-

  1st-level divination   Casting Time: 1 action   Range: 60ft   Components: V, S   Duration: instant   Reaching into the recesses of the realm of sleep you pull on the ethereal link all creatures have to that realm which manifests from their very soul. Starting from one creature you can see within range you attempt to guide your mind along the pathway through the dangers and nightmares of others. The target makes a Wisdom or Charisma Saving Throw vs your spell DC. On a successful save nothing happens. On a failed save you know one fear the target has.   If the target is sleeping when this spell is cast you may attempt to double the number of fears learned, but if you fail the target learns one of yours and is awoken knowing someone or something cast a spell on it.     At Higher Levels. Increase the number of fears learned by 1 when cast at 3rd, 5th, 7th, and 9th level.   Spell List. Bard, Druid, Warlock    

-Sleep Paralysis-

  2nd-level enchantment (ritual)   Casting Time: 1 action   Range: touch   Components: V, S, M (A small pinch of sand which the spell consumes)   Duration: Activates when the target wakes, concentration, up to 1 minute   Before the demonic invasion there were stories of people being unable to move due to demons sitting on them as they awoke. While some of those stories are true others have been proven false. Regardless of the reason, mortals are not meant to live within the realm of sleep and the mortal realm at the same time. As part of this spell, you sprinkle sand over the eyes of a sleeping creature. Upon waking that creature makes a Wisdom or Charisma Saving Throw vs your spell DC. On a failed save they witness a nightmarish demon sitting upon their chest keeping them Paralyzed so long as you retain concentration and they take 1d4 Psychic damage. Or only damage on a successful save. The creature makes a new saving throw at the start of each of their turns. If the creature takes any other damage than Psychic damage, this spell ends.   At Higher Levels. Increase the damage dice to 1d6, 1d8, and 1d10 at 3rd, 4th, and 5th level respectively.   Spell List. Bard, Druid, Warlock  

-Dreaming of You-

  2nd-level divination (ritual)   Casting Time: 10 minutes   Range: A creature you know which is alive   Components: V, S, M (An object with significant positive emotional value of the person you are dreaming with)   Duration: long rest   As you ready yourself for bed you may begin a ritual to greatly increase the lucidity of not just your dreaming but another’s as well. While focusing on them as you fall asleep you are able to link dreams with them if they are asleep and would be willing to let you into their dreams. While linked you both may interact and speak with each other as normal but only for one hour. You and the target are able to remember what was done and discussed so long as each of you is able to finish their long rest of sleeping. Any interruption will result in the that creature being unable to remember the dream.   At Higher Levels. Increase the number hours you can speak to each other by 1 for each level cast above 2nd level.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard      

-Invoke Worry-

  3rd-level enchantment   Casting Time: 1 action   Range: 30ft   Components: V, S, M (A piece of bone worth at least 5 silver which the spell consumes)   Duration: concentration, up to 1 minute   Pulling from the land of nightmares you call forth visages of a creature’s paranoia. While invisible to others the target cannot remove them from their sight distracting them from the task at hand. The target makes a Wisdom Saving Throw vs your spell DC. On a failed save, while you hold concentration on this spell the target loses its Proficiency Bonus on all Skill and Concentration checks.   At Higher Levels. The target gains Disadvantage on Concentration checks as well when cast at or above 5th level.   Spell List. Bard, Druid, Warlock    

-Lucidity-

  3rd-level enchantment (ritual)   Casting Time: 1 bonus action   Range: self   Components: V, S, (1 fruit of the Sleeping Tree which the spell consumes)   Duration: until you wake up   Learning how to Lucid Dream takes many years of study. This spell provides temporary use of this skill. As part of this spell, you consume the fruit of the Sleeping Tree which sends you into a deep slumber. While sleeping by this spell’s effect you have a large measure of control over your dreams and know that you are dreaming. While sleeping by this effect you can continue to plan out strategies, practice new magics, or work on a task within the realm of sleep. Choose one action that would require a single Intelligence based Skill or Tool check or a single Musical Instrument tool check. Until your next long rest you gain Expertise on all Intelligence/Tool checks related to that one action up to a number of times equal to the level this spell was cast at.   Spell List. Bard, Druid, Warlock  

-Esokan Bolt-

  4th-level evocation   Casting Time: 1 action   Range: 30ft   Components: V   Duration: instant   You pull forth an inky tendril of nightmares from the realm of sleep which arcs through the air to your target. One target you can see within range makes a Charisma Saving Throw. On a failed save, the feeling of falling asleep only to have your body feel like it’s falling and then jerk awake overtakes the target. Their body falls limp then jerks as they take 3d6 Psychic damage and lose their Proficiency Bonus on Dexterity based Skill Checks and Saving Throws until the start of their next turn.   At Higher Levels. Increase the number of creatures you can target with this spell by 1 for each level cast above 4th.   Spell List. Bard, Druid, Warlock    

-Dream Walk-

  4th-level divination (ritual)     Casting Time: 1 hour   Range: 300 ft   Components: V, S, M (A bag of sleeping herbs worth at least 10gp which the spell consumes)   Duration: long rest (Concentration)   Many dream of the waking world as they sleep. You however, are able to do much more. Upon falling asleep you manifest on the edge between waking and sleeping. You are able to have your spirit leave the body and explore the area around where you are sleeping up to a distance of 300ft for 1 hour. The area is a 1 to 1 copy of the area in the waking world except that it is muted. Colors are duller, books and signs have no words, mirrors have no reflection, and locked doors remain locked. Creatures who are not dreaming are also invisible to you and you are unable to pass through barriers that are set up in the waking world which also exist in the ethereal plane. If you are awoken for any reason before your long rest of sleep is up you are unable to remember what you dreamt of.   While in this state your spirit is immune to physical and magical weapons of the waking world. However, Ethereal, Eldritch, Wyrd, and Conceptional weapons/damage can still harm you. Creatures which can see into the Ethereal Plane can see you.   At Higher Levels. Increase the number hours you can explore by 1 for each level cast above 4th.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard      

-Spare the Sleeping-

  5th-level abjuration (ritual)   Casting Time: 10 minutes   Range: touch   Components: S   Duration: Until you sleep   As an additional cost of this spell, you take one level of exhaustion.   The brother and sister Divine of Duality war, fight, and bicker constantly with differing views that seem impossible to overcome. However, there is one thing they agree on and that is that the sleeping should be left to rest. You softly slide your hands over the face of a willing creature inviting it to sleep. As you do this the warring nature of the duality washes over you as if trying to tear you apart, but for just a moment come together in blissful harmony before warring once more. This small miracle enacts Divine protection over the one sleeping. Until you fall asleep, become unconscious, or die the touched creature remains sleeping and is immune to all harm, effects, and abilities equal to or lesser than 9th level, Artifacts, or Divine level beings.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard (Only followers of the Duality can learn this spell.)    

-Manifest Dream-

  7th-level transmutation (ritual)   Casting Time: 1 minute   Range: touch   Components: V, S, M (A page from your dream journal or one of the creature being touched which the spell consumes)   Duration: concentration, up to 1 minute.   You manifest part of your dream self, or the dream self of a willing creature you touch, into the waking world. While manifested you or the touched creature gain the following effects.   • Immunity to non-magical damage. Resistance to all non-magical damage except for Psychic, Dragon Breath, Primal, Wyrd, and Starlight damage.   • Ignore the first instance of any Disadvantage done to/given to you each round.   • All your natural attacks damage incorporeal creatures as if they weren’t incorporeal.   • You manifest a single weapon of +3 quality which only you can use. If the weapon needs ammunition, such as a bow or gun, you have enough ammunition to fire it a number of times per round equal to the number of attacks you would have that round.   Powers, effects, and damage from Artifacts and Divine level beings ignore the protections from this spell.   Spell List. Bard, Druid    

-Lucid Day Dreaming-

  9th-level transmutation (ritual)   Casting Time: 1 action   Range: 1,000ft   Components: V, S, M (A piece of crystalized dream, crystalized nightmare, crystalized memory, or a branch of a Sleeping Tree that’s at least 1,000 years old which the spell consumes.)   Duration: concentration   The sonata of an era defining musician. The visions of a great sage. The hopes of a child. All these things change the world of the waking yet are told in stories as old as time itself to be born in the realm of sleep. With a piece of that realm in hand you shatter the barrier between you and your sleeping self-becoming one. Reality warps around you as you channel, in some small part, the power of the Duality made manifest. From a point centering on you 1,000ft around you is yours to create, destroy, and alter as if you were lucid dreaming. This is a reality warping effect. Nothing of power equal to or less than an 8th level spell can even attempt to alter or stop anything within your 1,000ft bubble. You can change anything below a 9th level spell, Artifact, and Divine level being without needing to roll or make a save of any kind. When something leaves your 1,000ft bubble, if it is still alive, reverts to its normal form.     Spell List. Bard, Druid

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