Voran Ashgray Spell List

Path of Decay

Path Benefit

You have resistance to poison and acid damage.

Traits

Necromancy’s red-headed stepchild, decay spells are often confused with the former given its use of audible incantations. The only notable difference is the lack of blood in many of the spells.

Root Decay Spells

Acidic Touch

Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Tier 1 Decay Spells

Acid Spray

You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 20): Increase damage dice to d8.

Tier 2 Decay Spells

Acid/Poison Spit

All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).

Boost (DC 20): Increase damage dice to d8.

Condition

Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).

Tier 3 Decay Spells

Decomposition

Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Contagion

Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Tier 4 Decay Spells

Plague

This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).

Path of Death

Path Benefit

When you recover hit points through spells, you can recover vessel instead at a rate of 1 dark:5 HP. This is a free action.

Traits

Death spells involve dark incantations, and when materials are required, it is often always blood or ash…or both blood and ash, often used to construct a magic circle. It’s not a subtle method of magic. Blood should be fresh, often with a recent animal sacrifice (in the past 5 minutes).

Root Death Spells

Drain Touch

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).

Boost (DC 15): Reduce the cost of this spell to an action.

Dead Life

You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).

Tier 1 Death Spells

Death Curse

Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.

Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.

Animate

A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.

Boost (DC 20): You can create undead at CR 3 or less.

Tier 2 Death Spells

Perish

The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Tier 3 Death Spells

Lifeforce

The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).

Boost (DC 20): Increase damage dice to d8.

Tier 4 Death Spells

Resurrection (Ritual)

You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion.

Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max).

Sacrifice: After casting, you gain four levels of exhaustion.

Collective Spells

Dispel

Choose one creature, object, or magical effect within range. Make a Vigor check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.


Comments

Author's Notes

Tables from the Ultra Modern 5 source book.


Please Login in order to comment!