Elturian Spellanomicon in Elturia | World Anvil
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Elturian Spellanomicon

The land of Elturia is young and magic seeps from the soil of the world. Both those that practice the art of magic, and those that don't feel its effects. In its current state magic is malleable and new spells and effects are easily created. In this article you will find the spells that are unique to the lands of Elturia.    

Blood Tap

Necromancy cantrip   Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: Instantaneous   You pull the blood out of the surface capilaries of a creature within range and draw it into your essence. This spell has no effect on constructs or undead. On a hit the target takes 1d6 necrotic damage and you gain temporary hit points equal to half the damage dealt.
The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Chillwind Swipe

1st-level evocation   Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The first time you hit with a melee weapon attack during this spell's duration, your weapon becomes bitingly cold, and the attack deals an extra 2d6 cold damage. Additionally, if the target is a creature it must make a constitution saving throw or it has disadvantage on attack rolls until the end of its next turn as its body is reeling from intense cold.  

Decay

Necromancy cantrip   Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous   You expidite the decomposition process of a nearby corpse or dead plant. The deceased flora or fauna decays the equivalent of one month per casting. If this cantrip is cast on a recently deceased sapient creature it increases the difficulty of ressurection. If the caster were to revivify the creature afected by Decay, they must make a spell attack roll. The DC is the DC of the caster that casted Decay.  

Echoing Reave

1st-level illusion   Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The first time you hit with a melee weapon attack during this spell's duration, an echo of your attack materializes and strikes either the target or another creature within 10 feet of the target. The echo of your attack deals 1d8 force damage, plus your spell casting modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher, the damage is increased by 1d8 per the spells level.  

Eyes on Me

1st-level enchantment   Casting time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute   You let loose a challenging shout, forcing nearby creatures to pay attention to you. Choose up to 3 creatures within 30 feet of you. Those creatures have advantage on attack rolls against you and must also make a wisdom saving throw. On a failed save they have disadvantage on attack rolls agaisnt creatures other than you.
At higher levels: When you cast this spell using a spell slot of 2nd or higher, you may choose one additional target per spell level. When you cast this spell using 3rd level or higher, you have resistance against the damage of the affected creatures.    

Hindrance

Divination cantrip   Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Concentration, up to 1 minute   You twist the immediate fate of a nearby creature. The target must make a Wisdom saving throw against your spell save DC. On a failed save they suffer a 1d6 penalty on their next attack roll, ability check, or saving throw.  

Infectious Smite

4th-level evocation   Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon infects the target with a virulent disease, and the attack deals an extra 4d6 poison damage to the target. The target must make a Constitution saving throw. On a failed save, it is poisoned until the end of its next turn. At the start of the targets turn, all creatures within 10 feet of it of your choice must make a Constitution saving throw. On a Failed save they are poisoned until the end of their next turn and the take 2d6 poison damage. Creatures take half damage on a successful save and suffer no additional affects.  

Maddening Smite

1st-level evocation   Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The first time you hit with a melee weapon attack during this spell's duration, your weapon imparts dark secrets the recipient can't comprehend, and the attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature it must make an Intelligence saving throw or it is stunned until the end of its next turn. A creature has advantage against the saving throw if it is resistant or immune to psychic damage.  

Soul Strike

3rd-level necromancy   Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute   The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon glows with a deep blue hue, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must make a Constitution saving throw. On a failed save the target cannot regain hit points for the duration of the spell.   A creature affected by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer affected by this spell and can again regain hit points.  

Withering Zeal

2nd-level necromancy   Casting time: 1 action
Range: 60 feet
Components: V,S,M (grave dust or bone meal)
Duration: Instantaneous   You steal a small amount of soul essence of a creature within range to bolster yourself. The creature must make a constitution saving throw against your spell save DC. On a failed save, the target takes 3d10 necrotic damage and has disadvantage on their next saving throw or ability check. Additionally, you gain advantage on your next ability check or saving throw. On a success, the target takes half as much damage and suffers no additional affects.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d10 per the spell level. Additionally, if you cast the spell at 4th level or higher the target suffers one level of exhaustion on a failed save. At 7th level or higher the target suffers three levels of exhaustion on a failed save. At 9th level the target suffers 5 levels of exhaustion on a failed save.  

Wraith Cloak

3rd-level necromancy     Casting time: 1 action
Range: self
Components: V,S,M (ectoplasm)
Duration: Concentration, up to 1 minute   When you cast this spell, you summon a shadowy spirit that envelops you in their ghostly shroud. Targets that start their turn within 5 feet of you or enter the radius for the first time, must make a Constitution saving throw against your spell save DC. On a failed save the target takes 3d10 psychic damage, and has disadvantage on attack rolls as the spirit harries them. On a successful save the target takes half as much damage and suffers no additional effects.   At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d10 per the pell level.


Cover image: View of Schroom Mountain, Essex County, New York by Thomas Cole

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