BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

MEATY BONES MAGIC COMPENDIUM

ACID SPRAY (Spell)

The caster can target one creature within 30 feet with a Spell Attack. On a successful hit, the target takes 1d6 +1 Acid damage. All creatures within 5 feet of the target take 1 acid damage as the spray splashes on them as well.
  • At caster level 3 these damages increase to 2d6 and +2.
  • At caster level 5 these damages increase to 3d6 and +3.
  • At caster level 7 these damages increase to 4d6 and +4.
  • At caster level 9 these damages increase to 5d6 and +5.
  • At caster level 11 these damages increase to 6d6 and +6.
  • At caster level 13 these damages increase to 7d6 and +7.
  • At caster level 15 these damages increase to 8d6 and +8.
  • At caster level 17 these damages increase to 9d6 and +9.
  • At caster level 19 these damages increase to 10d6 and +10.
 

ADHERE (Spell)

A target within 30 feet of the caster is covered with extremely sticky slime. Anything touching it, or it touches, must make a Strength Roll or be stuck to the target and considered grappled. The sticky slime lasts for 1 minute.  

ANIMATE (Spell)

One touched object obeys your commands as best it can for 1 hour when the spell ends. It can move at SPD: 15. The object can attack once each turn using the casters Intelligence bonus for its Attack Bonus and dealing damage as normal for a weapon. If it is not a weapon, it does damage based on its size.
Tiny: 1 point
Small: 1d2
Medium: 1d4
Large: 2d4
Huge: 3d4
Gargantuan: 4d4
 

ANTHROPOMORPHIZE (Greenleaf)

A touched animal either gains human intelligence or human appearance and intelligence for the Druid's level of days.  

ARCANE EYE (Spell)

A magical eye appears at the caster's shoulder. This eye floats in air and flies at SPD: 60. The caster can see through the eye can and command its movements at will. It lasts for 1 minute per caster level.  

ASTRAL PRISON (Prayer)

One object or undead, celestial, devilish, or demonic creature within 60 feet is frozen within time and space inside an invulnerable crystal shell. This shell will last one day per level of the cleric.  

ATTRACT/ REPEL (Spell)

The caster can choose between two effects:
ATTRACT: The caster chooses a point within 30 feet of themselves. The Caster's Level +1 objects are magnetically attracted to each other when they enter the area. If the object is a creature, they must make a Strength Roll or be pulled towards the other object at 1/2 speed. This effect lasts for 1 minute.
REPEL: The caster chooses a point within 30 feet of themself. The Caster's Level +1 objects are magnetically repeled from each other when they enter the area. If the object is a creature, they must make a Strength Roll or be pushed away from the other object at 1/2 speed. This effect lasts for 1 minute.  

BABBLE (Spell)

A touched creature must loudly and clearly repeat everything you think at it. It is otherwise mute. This lasts for 1 minute.  

BEAST FORM (Greenleaf)

The druid and all their possessions transform into a mundane animal for up to the Druid's level of hours. The Druid can end the spell and return to normal at anytime. **LIST FORTHCOMING**  

BEFUDDLE (Spell)

The caster's level of chosen creatures within are unable to form new short-term memories for 10 minutes.  

BEND FATE (Prayer)

The cleric rolls their Level + 1= number of d20s. When the cleric makes a d20 roll, they must choose one of those rolls instead. In addition, once per turn, the cleric can have any other creature within 10 feet of them use one of those rolls instead. The spell lasts until all the d20s rolled are used up.  

BIRD PERSON (Greenleaf)

The Druid's arms turn into huge bird wings for the Druid's level of minutes. They can fly at 50.  

BODY SWAP (Spell)

The caster switches bodies with the first creature they touch. If one body dies, the other dies as well. This spell lasts for 1 hour.  

BRAVERY (Bardic)

The Bard can inspire all allies within 30 feet, granting them a +1 to Rolls vs Enchantments and Fear, attacks, and damage. This bonus improves to +2 at level 9, to +3 at level 13, to +4 at level 17. This effect ends when the performance ends.  

BREAK FREE (Bardic)

If a Bard concentrates this performance for a full turn on one individual within 30 feet, on their next turn they make a Charisma Roll vs the Intelligence Defense of whomever cast a spell upon the target. A success breaks the spell, setting the target free. The Bard cannot target themselves.  

CHARM (Spell)

: The caster's level of creatures within 30 feet of the caster treat the caster like a friend until attacked or the spell ends. This spell lasts for 1 hour.  

COMMAND (Prayer)

The cleric orders a creature within 30 that can understand the language used by the cleric. The creature obeys a single, three-word command that does not harm it.  

COMPREHEND (Spell)

The caster becomes fluent in a chosen language for 1 hour.  

COMPULSION (Bardic)

While holding others under their Enthrall magic, a Bard can send a command to one affected individual who will obey all but self-harming commands. Self-harming commands will not only break the Compulsion effect but the Enthrall effect as well. Sending the compulsion will not interfere with the continued Enthrall affect. Stopping the Enthrall also stops the Compulsion. The Bard must make a Charisma Roll vs the target's Intelligence Defense every turn they are performing this effect.  

CONTROL PLANTS (Greenleaf)

Plants and trees in a 10o square foot area (2 x 2 grid square) obey the Druid and gain the ability to move at 5 feet per turn. When commanded, vines and grasses can entwine a target and render them immovable, bushes and shrubs will trip others, and trees will make two Melee Attacks using the Druid's Wisdom Bonus on their Melee Attack Rolls. On a successful hit, they do 1d4 blunt damage.  

CONTROL WEATHER (Greenleaf)

The Druid may alter the type of weather within a 1 mile radius of the Druid, but do not otherwise control it. This last for 1 hour per the Druid's level. ** LIST OF WEATHER FORTHCOMING**  

COUNTERMAGIC (Bardic)

The Bard can counter the spell casting of a spell by another if that spell needs to be spoken to cast. Each turn a bard is performing this effect, they make a CHARISMA ROLL versus chosen spellcasters' INTELLIGENCE DEFENSE within a 30 feet radius of the bard. A success means the spell fails to be cast and that spell is lost/used up. A Bard can only target as many as their Charisma Bonus. This effect ends when the performance ends.  

COUNTERSPELL (Spell)

The caster makes an opposed Intelligence Roll against the Intelligence Roll/Defense of the targeted caster within 60 feet and in line of sight to cause that caster's spell to fail. This can be cast as a Reaction.  

CURATIVE (Prayer)

The cleric can heal 1d4 per Intelligence Bonus of HP or 1 Injury. At level 4 the cleric can heal 2 injuries on one target, at level 8 the cleric can heal 3 injuries on one target, at level 12 the cleric can heal 4 injuries on one target and add their Intelligence Bonus to the total of healed HP, at level 16 the cleric can heal 5 injuries on one target, and at level 20 a cleric can heal 6 injuries on one target.  

DEAFEN (Spell)

The caster sends out a ring of thunder. All creatures within 30 feet of the caster take 1d4 sonic damage. All creatures within 60 feet of the caster are deafened and can not hear for 1 minute.  

DETECT MAGIC (Spell)

The caster hears magical auras singing within 30 feet. Volume signifies the power and harmony signifies the type of spell (Enlightenment, Bardic, Greenleaf, Prayer, Spell). This effect lasts for 1 minute.  

DEW'L (Enlightenment)

The acolyte runs on open air and open water at speed for 1 turn as long as the acolyte starts and stops on solid footing. This cantrip is only learned by the Acolyte of Boki.  

DISASSEMBLE (Spell)

The caster can detach and reattach at will any of their body parts without causing pain or damage. The castor can still control them no matter where they are. This spell lasts up to 8 hours  

DISGUISE (Spell)

The caster may alter the appearance of the caster's level + 1 characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. This spell lasts 1 hour.  

DISPLACE (Spell)

The caster makes a touched object seem to appear up to the caster's Level × 10 feet from its actual position. This spell lasts 1 minute per caster level.  

EARTHQUAKE (Greenleaf)

The Druid makes the ground shake violently for 1 minute per Wisdom Bonus, affecting a 225 square foot area (3 x 3 grid square). All creatures except for the Druid must make a Dexterity Roll: 15 or Fall Flat.
  • At level 5, the roll increases to Dexterity Roll: 17. Vehicles on the ground must make a Structure Roll: 15 or fall apart. The area affected increases to 400 square foot area (4 x 4 grid square).
  • At level 9, the rolls increase to Dexterity Roll: 19 and Vehicle Structure Roll: 17. One-level structures with or without cellars/dungeons must make a Structure Roll: 15. The area affected increases to 625 square feet (5 x 5 grid square)
  • At level 13, the rolls increase to Dexterity Roll: 21, Vehicle Structure Roll: 19, and One-Level Structure Roll: 17. Two-level Structures and Curtain Walls must make a Structure Roll: 15. The area affected increases to 900 square feet (6 x 6 grid square)
  • At level 17, the rolls increase to Dexterity Roll: 23, Vehicle Structure Roll: 21, One-Level Structure Roll: 19, and Two-Level Structure Roll: 17. All Three-level and higher structures must make a Structure Roll: 15. The area affected increases to 1,225 square feet (7 x 7 grid square)
 

ELASTICITY (Spell)

The caster can extend all parts of their body up top their caster level x 10 feet. This spells lasts 1 minute.  

ELEMENTIA (Enlightenment)

  • Fa'as: snuff/light a candle, torch, or small campfire.
  • Moar: shape 1 cubic foot of earth, fire, mist, or water into whatever form the acolyte wishes, lasts 1 minute.
  • Ru: Chill/ Warm up to 1 pound of non-living material, lasts 1 hour.
  • Vi'ik: create a Shower of Sparks, Puff of Wind, Spray of Light Mist, or Gentle Rumble of Stone.
This cantrip is only learned by the Acolyte of Boki.  

ENTHRALL (Bardic)

The Bard can choose who to enthrall with their performance from those within 90 feet of them. They can only target as many as their Charisma Bonus. This effect ends when the performance ends. The Bard must make a Charisma Roll vs the target's Intelligence Defense every turn they are performing this effect.  

FILCH (Spell)

:The caster can have up to their L worth of visible items within 30 feet teleport into their hands  

FIRE STRIKE (Greenleaf, Spell)

The caster can target one creature within 30 feet with a Spell Attack. On a successful hit, the target takes 1d8 +1 Fire damage. All creatures within 5 feet of the target take 1 Fire damage as the flames scorch at them as well.
  • At caster level 3 these damages increase to 2d8 and +1d2.
  • At caster level 5 these damages increase to 3d8 and +1d4. At caster level 7 these damages increase to 4d8 and +1d6.
  • At caster level 9 these damages increase to 5d8 and +2d4.
  • At caster level 11 these damages increase to 6d8 and +3d4.
  • At caster level 13 these damages increase to 7d8 and +4d4.
  • At caster level 15 these damages increase to 8d8 and +5d4.
  • At caster level 17 these damages increase to 9d8 and +6d4.
  • At caster level 19 these damages increase to 10d8 and +7d4.
 

FIRE WALL (Greenleaf)

A straight wall of fire, from a place within 30 feet chosen by the Druid, rises from the ground. It can be up to the Druid's level x 40 feet long. This wall is 10 feet high and 1 foot thick. Dousing the wall with water will put out a 10 X 10 foot section. Anyone crossing the flames takes 1d6 Fire damage per the Druid's Wisdom Bonus points. If a creature is killed by the wall, all flammable objects are burned to ash and all metal objects are melted. Stone objects (including gemstones) are smudged but remain whole. This wall lasts for 1 minute per the Druid's level.  

FOG CLOUD (Greenleaf)

Dense fog spreads out from the Druid, filling up to a 10 foot cube per Druid Wisdom Bonus point. All melee attacks within the fog are made with a -7 penalty. Targets in the fog cannot be seen by those outside of the fog. This fog lasts 1 turn per Druid Wisdom Bonus point.  

FRENZY (Spell)

The caster makes an Intelligence Roll vs the Intelligence defense of the caster's Level of creatures within 60 feet. Each creature with a failed defense attacks a random creature within 5 feet of it with whatever they have in hand and/or its natural weapons. This spell lasts 1 minute.  

GRAH (Enlightenment)

Concentration 1 hour. An acolyte can vanish an object in their hand. At the end of the spell the object appears at the acolyte's feet unless the object was recalled to hand before then. The spell is only learned by the Acolyte of Boki.  

GRAVITY SHIFT (Spell)

The caster changes the direction of gravity (on themself only) once per turn for up to 1 minute.  

GREED (Prayer)

Cleric rolls a spell attack on their Level's worth of creatures within 30 feet. Creatures affected by this prayer develop an overwhelming urge to possess a visible item of the cleric's choice.  

HASTE (Spell)

The caster's movement speed is tripled and all attack rolls are Lucky rolls. The caster gets on extra attack or can cast 1 extra spell each turn. This lasts for 1 minute.  

HEAR WHISPERS (Spell)

The caster can hear faint sounds within 60 feet. This lasts 10 minutes.  

HEROISM (Bardic)

A Bard can inspire greatness in their allies within 30 feet, granting them +4 to all defense rolls and +4 Armor Points. This effect ends when the performance ends.  

HOSTILE (Prayer)

The cleric rolls a spell attack on their Level's worth of creatures within 30 feet. Creatures affected immediately have their reaction level drop three places.  

HOVER (Spell)

The caster makes a touched object hover 2 feet above the ground. It can hold up to the caster's Level of humanoids or the caster's level x 12 item slots. This effect lasts 8 hours.  

HYPNOTIZE (Spell)

: The caster makes an Intelligence Roll versus a touched creature's Intelligence defense. On a success, the creature enters a trance and will truthfully answer the caster's Level of yes or no questions.  

ICE STRIKE (Greenleaf, Spell)

The caster chooses a target within 120 feet and makes a Spell Attack. On a success, the target takes 1d4 + Intelligence Bonus damage (Wisdom for Druids) plus must make a Constitution Roll or have -10 to all speeds and Dexterity -2 (this will reduce Armor Points by -2 as well) for 2 turns. These effects stack.
  • At caster level 5, the caster can choose 2 targets.
  • At level 9, the caster can choose 3 targets.
  • At level 13, the caster can choose 4 targets.
  • At level 17, the caster can choose 5 targets.

ICE WALL (Greenleaf)

A straight wall of ice, from a place within 30 feet chosen by the Druid, rises from the ground. It can be up to the Druid's level x 40 feet long. This wall is 10 feet high and 2 feet thick. Structure Defense: 15. It takes 40 damage to breach the wall in each 10 foot long section. Fire deals double damage to the wall. Takes 4 days to melt away.  

ILLUMINATE (Spell)

The caster creates a floating light moves as you command. This light provides bright light in a 10 foot radius and dim light in a 20 foot radius beyond the bright light. This spell lasts 1 hour per caster level.  

ILLUSION (Spell)

The caster can choose between teo effects:
AUDITORY ILLUSION: The caster creates illusory sounds that seem to come from a direction of their choice. This sound can be cast up to 30 feet away from the caster. This effect lasts for 1 minute per caster level.
VISUAL ILLUSION: The caster creates a silent, immobile illusion of anything of their choice within a 40 foot cubic area (8 x 8 x 8 gris). This can be an object or area filled with objects of any kind. The illusion can be cast up to 60 feet away from the caster. This effect lasts for 1 minute per caster level.  

INCREASE GRAVITY (Spell)

The caster causes the gravity to triple in a 15 foot square (3 x 3 grid square) within line of sight. Those within the area much make a Strength Roll or take -2 to the Strength Bonus. If the -2 reduces the bonus to 0, the creature is flattened to the ground and cannot move. If the -2 reduces tbe bonus to a -1 or a -2, the creature is flattened, cannot move, and takes either -1 injury per turn or -2 injuries per turn, respectively. This spells lasts for 1 minute.  

INVISIBLE TETHER (Spell)

The caster causes two objects within 10ft of each other and within 30 feet of the caster to not be able to move more than 10 feet apart. They can move more than 30 feet away from the caster. This spell lasts for 1 minute.  

KLO (Enlightenment)

With a touch, an acolyte can protect the touched creature from death for 8 hours. If the touched creature should drop to 0 Hit Points, they are instead dropped to 1 and teh spell is used up. If an effect would cause direct damage, the effect fails and the spell is used up. This spell is only learned by the Acolyte of Boki.

KNOCK (Spell)

The caster causes their Level or mundane or magical locks within 10 feet to unlock.  

KYNE (Enlightenment)

An acolyte touchs a creature or object, ending all curses on it. If the curse if from another object, the touch ends the attunement to the cursing object. This spell is only learned by the Acolyte of Boki.  

LA'AS (Enlightenment)

Within 120', affect a patch of ice or water to form a bridge or a dip water level 30' on a side and 15' higher or lower OR cause water or ice within range to turn into ice shards and shoot up to 30' to a target using Spell Attack. The target takes 3d10 Pierce damage. **add one d10 damage for each level beyond 5th the acolyte is at up to a maximum of 12d10 damage** This spell is only learned my the Acolyte of Boki.  

LAH (Enlightenment)

Up to 2 targets seen within 60' of the acolyte are bound by swirling bands of magic, each target must make INT ROLL or be paralyzed. Each target can reroll the INT ROLL at the end of each of their turns. This spell is only learned by the Acolyte of Boki.  

LEAP (Spell)

The caster can jump their Level x 10 feet up/down without injury or their Level x 5 feet long. This spell lasts for one turn.  

MAGIC DAMPENER (Prayer)

A ten foot radius aura surrounds the Cleric for 1 minute. The cleric makes a spell attack roll against all magical effects. Magical effects affected by this have their effectiveness cancelled or, if an item, nullifed for the duration of the prayer.  

MANSE (Spell)

:The caster creates a sturdy, furnished cottage with enough beds for 8 medium humanoids. The caster can permit and forbid entry at will. The manse lasts for the caster's Level × 12 hours.  

MARBLE MADNESS (Spell)

The caster's pockets are full of marbles and refill every turn. This spell lasts 1 minute.  

MASQUERADE (Spell)

The caster can change/add a body part to that of another humanoid or they may touch another humanoid and change themselves to look and sound just like them. The spell lasts for 1 hour.  

MASS COMPULSION (Bardic)

The Bard can concentrate their performance on all those under the affect of their Enthrall, and send commands they will obey unless they are self-harming. Self-harming commands will not only break the compulsion but the Enthrall effect as well. Sending the compulsion will not interfere with the continued Enthrall affect. Stopping the Enthrall also stops the Compulsion. The Bard must make a Charisma Roll vs the target's Intelligence Defense every turn they are performing this effect.  

MID (Enlightenment)

The acloyte can Resist ( take 1/2 damage) Blunt, Pierce, Slash until end of next turn. This cantrip is only learned by the Acolyte of Boki.  

MINIATURIZE (Spell)

:The caster and up to their Level of other touched creatures are reduced to 1/2 their height in inches. EX: A 6 foot tall human would be reduced to 3 inches tall. This spell last 1 hour per caster level.  

MIRROR IMAGE (Spell)

The caster makes their Level of illusory duplicates of themself under the caster's control. This spell lasts 1 minute.  

MIRRORWALK (Spell)

The caster makes a mirror into a gateway to another mirror that they looked into within the last 24 hours. The gateway will continue to work in both directions for the duration.  

MORPH (Spell)

The caster can become any inanimate object between tiny ans large size. This spell lasts 1 houre per caster level.  

MULTI-ARM (Spell)

The caster gains their Level in extra arms, each able to do an action or basic weapon or toss attack. This spell lasts 1 minute.  

NIGHT DOME (Prayer)

A Cleric must be out doors or in a vast space capable of fitting the doom which can be up to the Cleric's level × 40 feet wide (minimum 40 feet) dome of darkness displaying the night sky appears, centered over the Cleric. It is here interpretations of what the gods portray in the stars can be made. The cleric declares how or what the interpretation is for and rolls 1d20. The GM creates an answer based on the result of that roll:
  • 1-5 A good future omen
  • 5-15 An immediate omen
  • 16-20 An ill future omen
 

NIR (Enlightenement)

One object 5lbs or less and not held or carried by a creature within 60' of the acolyte can be send flying at a target with Spell Attack by a flick of an empty hand. Target takes 1d6 Blunt damage.**This spell adds one object for each level beyond FIRST LEVEL the acolyte is up to a maximum of 10 objects** This spell is only learned by the Acolyte of Boki.  

NOS (Enlightenement)

Concentration 1 minute. With a swish of both empty hands, the acolyte pulls flame, ichor, water, and wind together then extends their ki into it, creating a Huge nebulous and shimmering dragon . The Nos Dragon always makes all its saves and is immune to all conditions and damage. Anyone within 30' of the Nos dragon must make a INT ROLL or be Afraid. Every turn, the Nos dragon breath is terrible, and very real. The breath is a 60' cone INT ROLL for 1/2 dam or take 10d10 damage. The type of damage is Random. Roll percentile:
  • 1-20 Acid
  • 21-40 Cold
  • 41-60 Fire
  • 61-80 Force
  • 81-100 Lightning
Anyone who takes an action to examine the Nos dragon (WIS ROLL) realizes its not real and gains LUCKY on the breath save. ** add 1d10 damage for each level beyond 13th the acolyte is.** This spell is only learned by the Acolyte of Boki.  

OOZE FORM (Greenleaf)

The Druid becomes an ooze for 1 turn per Druid's Wisdom Bonus point. ** Stats forthcoming**  

PACIFY (Prayer)

The cleric rolls a spell attack on their Level's worth of creatures within 30 feet. Creatures affected immediately have their reaction level raised three places.  

PHANTOM COACH (Spell)

The caster conjures a ghostly coach than can move over any terrain, including water, at Speed: 80. This spell lasts 1 hour per caster level.  

PHOBIA (Spell)

The caster causes their Level of creatures to become terrified of an object of their choice. The creatures must be within 60 feet of the caster and be able to see the object. Each creatures gets one Wisdom Roll to not be affected. They can roll again at the beginning of their turn to break this effect. This spell lasts 1 minute.  

PIT (Spell)

The caster causes a pit 10 feet wide by their Level x 5 feet deep upto 30 feet away. Those who fall in take 1 injury per 10 feet fallen. This spell lasts 1 minute.  

PRIMEVAL SURGE (Greenleaf)

The Druid causes any touched object to grow to the size of an elephant for 1 minute per Druid's Wisdom Bonus points. If it is an animal, its reaction level becomes Hostile to all.  

PSYCHOMETRY (Spell)

The caster delves into the origin, making, and history of a touched object. Once per turn, the caster make an Intelligence Roll. On a success, they ask the DM a yes or no question about the object. This spell lasts 1 minute.  

PULL/PUSH (Spell)

The caster can choose between two effects.
Pull: The caster can pull an object in their line of sight and of any size towards themself witht he strength of their Level of medium-sized persons for 1 turn.
Push: The caster can push and object in their line of sight and of any size away from themself with the strength of the Level of medium-sized persons for 1 turn.  

RAISE DEAD (Prayer)

The Cleric causes their level of skeletons to rise out of the ground unless there are dead creatures already there within 30 feet. If dead are already there, then they rise in place of the skeletons. These undead only obey simple orders. If they are risen recent dead, they can attack with whatever weapons and armor they died wielding. If its a magical creature, it can do its magical abilities or cantrips but only when ordered to do so. The undead remain active for 1 minute.  

RAISE SPIRIT (Prayer)

The spirit of a dead body manifests and will answer the Cleric's level worth of questions. The cleric can make an Intelligence Roll: 15 to determine if the spirit is lying or telling the truth for each answer.  

READ MINDS (Spell)

The caster hears the surface of all creatures within 30 feet for 1 minute per caster level.  

QO (Enlightenment)

The acolyte flourishes their fists and then vanishes to strike like the wind. The acolyte chooses up to 5 creatures they can see within 30', making a melee spell attack against each chosen creature. On a hit, a creature takes 6d10 force damage. The acolyte then teleports to an unoccupied space they can see within 5' of one of the chosen targets whether there was a hit or miss against that creature. **add 1d10 damage for each level beyond 9th the acolyte is up to a maximum of 15d10 damage** This spell is only learned by the Acolyte of Boki.  

SCRY (Greenleaf)

The Druid can see through the eyes of any creature they have touched with their bare hand during the day for 1 minute per the Druid's Wisdom Bonus points.  

SCULPT ELEMENTS (Greenleaf)

The Druid can mold inanimate material like clay, making figurines, decor, and common items of 1 slot size per the Druid's Wisdom Bonus points.  

SEF (Enlightenment)

Range 10', SPELL ATTACK Deals 1d4 Force Damage to the target who must make a STRENGTH ROLL or be knocked back 10' if of Large or smaller size. **This Cantrip deals 2d4 dam when the Acolyte is at Level 5, 3d4 dam when the Acolyte is at Level 9, 4d4 dam when the Acolyte is at Level 13, 5d4 dam when the Acolyte is at Level 17**. This cantrip is only learned by the Acolyte of Boki.  

SHROUD (Spell)

The caster chooses their Level of creatures within 30 feet to make invisible until they move. This spell lasts on each chreature until that creature moves.  

SHUFFLE (Spell)

The caster can have their Level of creatures within 60 feet switch places with each other at random. Each creature can one switch once. The creatures remian in their new positions. The spell ends when all the chosen creatures have changed places once or its the end of the caster's turn.  

SKY BOLT (Spell)

The caster targets a creature within 30 feet and one other creature within 5 feet of the target if there is one, and makes a single Spell Attack. The attack must succeed on the target to then have a chance for that roll to succeed on the second creature. On a success, the target(s) take 1d10 Lightning damage for each point of the caster's Intelligence Bonus.  

SLEEP (Spell)

The caster targets their Level of creatures within 30 feet. Each targeted creature must make an Intelligence Roll or fall into a light sleep. This spell lasts 1 minute per level of the caster.  

SMOKE FORM (Spell)

The caster changes into smoke of any color. The can only be harmed by area-filling effects or spells with secondary targets. This spell lasts for 1 minute per level.  

SNIFF (Greenleaf)

The Druid can track by smell even from the faintest traces of scents. 1 minute per the Druid's Wisdom Bonus points.  

SORT (Spell)

The caster makes inanimate items within 30 feet sort themselves according to categories chosen by the caster. The categories must be visually verifiable. This spell lasts for 1 minute.  

SPECTACLE (Spell)

The caster creates a clearly unreal but impressive illusion up to the size of a palace and has full motion and sound. This spell lasts 10 minutes per level.  

SPELLSEIZE (Spell)

The caster casts this spell as a reaction, copying another spell cast by another within 60 feet. The caster must use the copy spell before this spell ends. This spell maintains the copy for 2 turns.  

SPIDER CLIMB (Greenleaf)

The Druid makes Lucky Rolls when climbing any surface. Lasts 1 turn per the Druid's Wisdom Bonus points.  

STAR PALADIN (Prayer)

The turn after the casting of this spell, a celestial knight sitting astride a giant astral snail appears before the cleric and remains for 1 minute, aiding the cleric as the cleric requests, including attacking enemies. **Stats Forthcoming**  

SUMMON CUBE (Greenleaf)

The Druid summons a 3 foot cube of earth and fixes it to the ground or another cube. Can summon 6 cubes, one at a time, per turn. This spell lasts 1 turn per the Druid's Wisdom Bonus points. These cubes are permanent.  

SUMMON IDOL (Prayer)

A carved stone statue of a man, a woman, or other creature the size of a four poster bed rises from the ground and obeys the cleric for 1 minute then disappears. It can be ordered to guard the place it rose from and it will remain motionless until someone enters the area where it will animate and attack until the invader is dead or 1 minute has passed, which ever comes first. Then it will disappear.  

SWARM (Greenleaf)

The Druid becomes a swarm of crows, rats, or pirahna and only takes damage from area of effects. This lasts 1 turn per the Druid's Wisdom Bonus points.  

TELEKINESIS (Spell)

The caster can move their Level of items within 30 feet. These items must be large size or smaller. This spell lasts 1 minute.  

TELEPATHY (Spell)

The caster gives their Level +1 touched creatures the ability to hear each others' surface thoughts no matter how far apart they are. This spell lasts for 1 hour per level of the caster.  

TELEPORT (Spell)

The caster can make any obfect within their line of sight disappear then reappear elsewhere within their Level x 40 feet. This spell lasts 1 minute.  

THAUMATURGIC ANCHOR (Spell)

The caster makes an Intelligence Roll to cast this spell on a target within 60 feet. On a success, the target becomes the main target for all spells cast within 30 feet of it. Thos spell lasts for 1 minute.  

THICKET (Greenleaf)

The Druid creates their Level x 10 foot by 10 foot square area (2 x 2 grid squares) area of trees and dense brush anywhere within their line of sight. This area is permanent.  

TIME JUMP (Spell)

The caster makes an Intelligence Roll to make any object within 30 feet disappear the caster's Level × 10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left. This spell can target only once per casting.  

TIME PUSH (Spell)

The caster moves at triple speed. On the next turn after this spell is cast, the caster takes 3 turns every round. This spell lasts for 4 turns after the turn it is cast.  

TIME SLOW (Spell)

The caster makes an Intelligence Roll to target any one thing within 30 feet to be frozen in time. Anything touching the target must make an Unlucky Intelligence Roll or also be affected by the spell. The target cannot moved or be moved except by spells. EX: Teleport or Telekinesis. This spell lasts 1 minute per caster level.  

TRUE SIGHT (Spell)

The caster can see throguh all illusions. This spell lasts 1 minute.  

UPWELL (Greenleaf)

Withing 30 feet, the Druid causes a geyser of sea water or fresh water to well up from the ground. This lasts for 1 munite per the Druid's Wisdom Bonus points.  

VISION (Spell)

The caster makes an Intelligence Roll against 1 creature within 30 feet. On a success, the caster controls what the creature sees. This spell lasts 1 minute.  

WARD (Spell)

The caster magically creates a silver circle 40 feet across on the ground. They then choose one thing that cannot cross it. EX: Living creatures, dead creatures, projectiles, metal, etc. This spell lasts 1 hour per caster level.  

WEB (Greenleaf)

The Druid can shoot webbing from their wrists for 1 turn per the Druid's Wisdom Bonus points. This web can be shot out using a Spell Attack towards any target within 30 feet. If the target is large or smaller size, the Druid can pull the target 10 feet closer each turn. If the target is greater than large size, the Druid can pull themself 10 feet closer to the target each turn.   The Druid can choose to fill a 20 foot cubic area with sticky webs anchored to walls and/or some other sturdy points. Each creature in the area or trying to cross the area must make a Strength Roll: (12 + Druid's Wisdom Bonus). Failure means the creature remains in place unable to move or attack until they succeed at the roll. They can try once on each of their turns. The webs last for as long as the Druid can shoot webs from their wrists.  

WIZARD MARK (Spell)

The caster can soot out a mystiacl paint up to 30 feet away, leaving a mark only the caster can see even through objects. This mark is permanent until removed.  

X-RAY VISION (Spell)

The caster can see through solid walls up to 10 feet thick. This spell lasts for one minute.

Remove these ads. Join the Worldbuilders Guild


Cover image: by geralt

Comments

Please Login in order to comment!