New Spells in Proxima Alatheia | World Anvil

New Spells

Spells by Name:

 
 

After Me / After You

2nd Level Transumtation (Temporal, Initiative)   Casting Time: 1 action
Range: Self
Components: V, M (gears of a clock)
Duration: Instantaneous
Classes: Solarian, Sorcerer, Warlock, Wizard
  While engaged in combat, select 1 creature you can see within 60ft of you. You swap initiative orders for the rest of combat. If the creature is willing, the effect happens instantly, otherwise, the creature must succeed on a CON save against you spell save DC to resist the effect.

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Ancient's Resilience

5th Level Abjuration (Astral, Stellar, Shadow)   Casting Time: 1 action
Range: 90ft
Components: S, M (a pinch of amethyst dust worth 50GP which is consumed)
Duration: Concentration, up to 1 minute
Classes: Druid (Stars), Shadow Weavers, Solarians, Sorcerers
  Choose a creature within range that you can see. The amethyst dust glows and swirls around the target of the spell. For the duration of the spell, the affected created has a +2 to AC and advantage on saving throws against spells and magical effects.   When a spell attack that requires an attack roll misses the target within 5 of the Target's AC, the target may select another creature within 20ft to instead take the damage.

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Anti-Technology Field

6th Level Abjuration (Control, Technology, Negation)   Casting Time: 1 action
Range: 90ft; 20ft radius sphere
Components: S, M (copper wire)
Duration: Concentration, up to 10 minutes
Classes: Technomancer
  A 20ft radius invisible sphere radiates from a point you can see within range. This space radiates electromagnetic frequencies disrupting power flow within it. Powered items no longer function within it, though resume normal or active function when leaving the zone. Spells that manipulate technology or have some other technological aspect like nano-bots cannot pentrate the zone and fail if cast within it. Technology like computers and com-links enter a powered down state.   If the spell is held for its full duration, the spell lasts until 1 hour after its initial casting without needing your concentration. While a technological effect or spell is in effect while in the field, the time spent counts towards any durations.  

Arcanist's Knowledge Transfer

8th Level Abjuration (Temporal)   Casting Time: 1 hour (ritual)
Range: Touch
Components: V S M (ground diamond dust worth 10,000 GP which is consumed)
Duration: 24 Hours
Classes: Technomancer, Wizard (Chronomancer)
  You infuse a potion of rare herbs and the diamond dust in a ritual taking 1 hour to prepare. When the potion is drunk you can finish casting the spell on the targeted creature which must have spell slots. You pull on the strands of time and find a version of the target in a different timeline and transfer it's potential magical knowledge into a newly formed magical crystal. This crystal vanishes at the end of the spell's duration or when all of its magic is spent.   When you perform this spell, you can charge the crystal with spells the target knows or can prepare. The crystal can hold up to 12 slots of magic. You can only store the same spell up to 3 times. Similarly, you can only store up to 3 spells that have the same level. Placing a spell in the crystal requires a number of slots equal to its level and it is stored at it's lowest level.   The target must select one of its classes that has spell slots. It can then select spells from the spell list of that class that it has slots capable of casting it. The target does not need to know or have these spells prepared in order to place them in the crystal. Casting a spell from the crystal can be done even by creatures without spellcasting. It takes an action and uses the ability modifier and save DC of the original target who infused the crystal.

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Bend Shadows

Evocation Cantrip (Shadow, Manipulation, Illusion)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: concentration up to 5 minutes
Classes: Bard, Sorcerer (Shadow), Druid (Moon), Shadow Weaver
  Pulling on energy from the plane of shadows, you can manipulate up to 3 shadows within range that each fit within a 30ft square. You can change their shape control their movement but cannot remove them from a 2-dimensional surface. These shadows are also still tethered to the object that is casting them.   At 5th level, you may also modify the opacity of shadows. At 10th level you gain the ability to create shadows with no source with the same size limitations. You can still only create/modify up to 3 shadows.

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Black Well

6th Level Necromancy (Astral, Stellar)   Casting Time: 1 action
Range: 300ft
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard
  You summon a seething sphere of dark energy 5 feet in diameter. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well must make a CON saving throw against your spell save DC and takes 6d8 necrotic damage and is stunned on a failure. A successful Constitution saving throw halves the damage and reduces the stun to incapacitation.   A creature that starts its turn inside the well repeats the CON saving throw; the creature is stunned on a failure or incapacitated on a success. A creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again.   A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper‑dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.   At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.

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Blizzard

7th Level COnjuration (Elemental, Weather, Terrain)   Casting Time: 1 action
Range: 100ft
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock
  A howling storm of thick snow and ice crystals appears in a 50-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save when it enters the area for the first time or ends its turn there.   Exposed flames and magical fire / fire effects of 5th level and lower in the spells area are blown out and doused at the beginning of each round. Spells cast from or into the spells area of 2nd level and lower that are instantaneous and deal fire damage immediately fail. Higher level spells of any duration dealing fire damage must succeed on an Arcana check against your spell save DC or have their damage halved when affecting creatures within the blizzard or if the spell must travel through the blizaard to reach its target.

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Caustic Conversion

2nd Level Evocation (Technomancy, Damage Over Time)   Casting Time: 1 action
Range: 60ft
Components: S, M (10 Credits of Metallic Alloy which is consumed)
Duration:1 Round
Classes: Technomancer
  You convert the metallic alloy into magical nanites to attack a target you can see within range. Making a ranged spell attack, you fling the nanites that convert water vapor around your target into deadly acid. If you hit, the target takes 4d4 acid damage and it takes 5 additional acid damage at the beginning of its next turn.   At Higher Levels: For each level over 2nd, the initial damage increases by 1d4 and the duration of the spell lasts an additional round. If cast at 5th Level or higher, the secondary damage increases to 10.

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Caustic Torrent

8th Level Conjuration (Elemental)   Casting Time: 1 action
Range: Self; 60ft line
Components: V, S, M (vial of acid)
Duration: Instantaneous
Classes: Cleric (Death), Technomancer, Wizard
  A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.

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Celestial Dominance

6th Level Evocation (Astral, Stellar, Shadow)   Casting Time: 1 action
Range: self
Components: S, M (a pinch of ruby dust worth 75GP which is consumed)
Duration: 3 turns
Classes: Druid (Stars), Sorcerer, Shadow Weaver
  After casting this spell the ruby dust glows and swirls around you for the duration. The spell lasts until the end of your 3rd turn from now. For the duration of the spell, creatures have a -5 penalty to Saving Throws against your spells. Additionally, while the spell is active, once per turn, when you make a spell attack made it has a 2d8 bonus to damage. This bonus is not doubled in the case of criticals.

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Celestial Sign

3rd Level Divination (Astral, Stellar, Divination)   Casting Time: 1 action
Range: 30ft
Components: S, M (silver dust worth 150GP)
Duration: 1 round
Classes: Cleric, Druid, Solarian
  You view the actions of a single creature you channel the powers of the celestial bodies, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions.   You have advantage on attack rolls against the creature, and using your reaction you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.

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Chilling Void

3rd Level Conjuration (Astral, Lunar, Shadow)   Casting Time: 1 action
Range: 5ft
Components: V, S, M (ink made with the blood of a raven)
Duration: 1 Hour
Classes: Shadow Weaver, Sorcerer, Warlock
  You conjure a small portal into the void bordering the Plane of Shadows. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends are lost forever. You can designate a number of creatures up to your spellcasting modifier who have access to the shadow trove; only you and those creatures can move objects through the portal.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.

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Chronal Accelerate

2nd Level Transmutation (Temporal)   Casting Time: 1 action
Range: Self
Components: V S
Duration: Instantaneous
Classes: Sorcerer (Wild Magic), Warlock, Wizard (Chronomancer)
  You briefly accelerate time around you. Until the end of your next turn, your movement speed is doubled and you gain the effect of the Dodge action. You also do not provoke opportunity attacks during this time.

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Chronal Decelerate

3rd Level Transmutation (Temporal)   Casting Time: 1 action
Range: 60ft
Components: V S
Duration: Concentration, up to 1 minute
Classes:Sorcerer, Warlock, Wizard (Chronomancy)
  You slow the flow of time around a creature you can see within range. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment) and it can only make 1 attack per round. Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.

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Chronal Lance

1st Level Evocation (Temporal)   Casting Time: 1 action
Range: 60ft
Components: V S M (a bronze gear)
Duration: 1 minute
Classes: Cleric, Paladin, Wizard (Chronomancy)
  You send 2 glowing lances of temporal energy streaking toward 1 target or split between 2 targets in range. Make a ranged spell attack that applies to all lances. On a hit, the target takes 2d6 Force damage and each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an additional lance to target one additional creature and the damage is increased by 1d6 for each slot level above 1st.

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Chronal Reset

4th Level Transmutation (Temporal)   Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard (Chronomancer)
  You draw chronal energy around you and fall backwards in time to a previous state. You return to your position and health from the start of your last turn. Any condition imposed on you since that time is removed. You do not regain spent spell slots or consumed items and spell duration for spells cast on you is not affected. If you return to a space now occupied, you take 2d6 Force damage and move to the nearest unoccupied space.

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Cloak in Star and Shadow

3rd Level Abjuration (Astral, Stellar, Shadow)   Casting Time: 1 action
Range: self
Components: V, S, M (a vial of stardust)
Duration: 10 minutes
Classes: Cleric (Arcana, Light, Grave), Solarian, Shadow Weaver, Sorcerer, Warlock
  You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). When choosing necrotic you shed dim light in a 10-foot radius as the stars glow with vibrant radiance. When choosing radiant, you make the lighting level 1 darker in a 10ft radius as the stars dim and light seems to be absorbed into the darkness. You can end the spell early by using a bonus action to dismiss it.

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Cloying Darkness

4th Level Transmutation (Shadow, Psionic, Debuff)   Casting Time: 1 action
Range: 30ft
Components: S, M (scrap of a mummy shroud)
Duration: instantaneous
Classes: Cleric (Death, Grave), Sorcerer, Solarian, Shadow Weaver, Warlock
  You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 psychic damage and must make a Constitution saving throw. If it fails, one sense of your choice is negated until the end of the creature's next turn as wisps of shadow infiltrate its being and disrupt its senses. Constructs are unaffected by this spell.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the number of turns the sens is negated increases by 1 for each slot level above 4th.

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Control Machines

7th Level Transmutation (Technomancy)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration:10 minutes, Concentration
Classes: Technomancer
  You wrest control of up to 6 technological constructs currently not under any mage's control that you can see and command them telepathically. Medium and smaller constructs count as 1, large as 2, huge as 4 and gargantuan as 6. You can issue commands to any number of controlled constructs on your turn, beginning when you cast this spell. At the end of each creature's turn, it can make a WIS saving throw to overcome the spell.   While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them.

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Corona of Despair

5th Level Evocation (Astral, Solar, Shadow)   Casting Time: 1 action
Range: Self; 15ft cone
Components: V, S
Duration: Concentration, 1 minute
Classes: Druid (Sun), Shadow Weaver
  An aura of freezing shadowy plasma emenates and encircles a 10ft radius around you. Any creature caught in the area when cast or that enters it for the first time must make a WIS saving throw and takes 3d6 necrotic damage and effectively suffers the paralyzed condition as its mind is flooded with nightmares and its worst fears until it uses its action to repeat the save and succeeds or it takes damage; a successful Wisdom saving throw halves the damage and negates the status condition.   At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 5th.

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Corrosive Haze

4th Level Evocation (Technomancy, Damage Over Time)   Casting Time: 1 action
Range: 120ft; 5ft radius sphere
Components: S
Duration:1 Round, Concentration
Classes: Technomancer
  A 5-foot radius spherical cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid until the end of your next turn. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a bonus action on your turn. If the cloud enters (or is created in) a space containing a creature, the cloud can’t move any farther that round and forces the creature to make a CON saving throw or take 3d8 acid damage or half as much on a success.   The acidic cloud also corrodes any unattended objects along its path, dealing them 2d8 acid damage. If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the start of your turn, that creature must succeed at a CON save or take 3d8 acid damage. Any creature that takes damage from the cloud at any point takes 10 additional acid damage at the end of its next turn.   At Higher Levels: For every spell level after 4th you cast this spell, the spell's duration increases by 1 round.

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Cosmic Strike

6th Level Evocation (Astral)   Casting Time: 1 action
Range: 120ft; 30ft radius, 50ft tall
Components: V, M (50EC of stardust)
Duration: 1 minute (Concentration)
Classes: Druid (Star, Sun, Moon) Sorcerer (Aether), Wizard (Aether)
  You evoke a vertical column of dangerous material from across the universe that rains down upon creatures in the area. This matter is made up of bits of burning stars and chunks of frozen comets, and it deals 4d6 fire damage and 3d6 cold damage to every creature in the area. This damage occurs only once, when the spell is cast. For the spell’s remaining duration, the fallen starstuff makes the entire area difficult terrain, and thick, swirling clouds of particulate space matter magically block all forms of vision. Creatures in the space effectively suffer the blinded condition.   Additionally, the swirling cosmic particles are distracting to spellcasters in the area. If a creature is concentrating on a spell or affect, each round it must roll a d10 at the start of its turn and lose concentration if it rolls a 1. At the end of the spell's duration, the starstuff disappears, leaving no aftereffects (other than the damage dealt).

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Curse of the Blood Moon

5th Level Enchanment (Astral, Lunar, Shadow, Manipulation)   Casting Time: 1 action
Range: 60ft
Components: V, S, M (vial of water, blessed on the full moon)
Duration: Concentration, 1 minute
Classes: Druid (Moon), Solarian, Sorcerer
  You attempt to control the liquid inside an organic creature that you can see within range. The target must succeed on a Constitution saving throw or else you gain control of their body for the duration. Pure Constructs and other creatures without internal fluids cannot be the target of the spell.   You can use your action to take total and precise control of the targets. Until the spell ends, the creature cannot take any actions except to interact with objects that you dictate and can move at half speed where you wish it go.If you do not use your action to control the creatures, they do nothing on their turn and are considered restrained.   Each time the target takes damage and at the end of its turn, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

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Darkbolt

2nd Level Evocation (Shadow)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classes: Artificer, Cleric (Death), Sorcerer, Shadow Weaver, Wizard
  You say a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. These rays can be divided between targets however you like. Make a ranged spell attack for each ray. Each ray that hits does 1d10 necrotic damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn.   At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd up to 6 rays (5th level) . Casting at 6th level or higher treats immunity to necrotic damage as resistance.

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Darkened Claws

Evocation Cantrip (Shadow)   Casting Time: 1 action
Range: Self (10ft reach)
Components: V, S
Duration: Instantaneous
Classes: Artificer, Sorcerer, Shadow Weaver, Wizard
  You shape shadows into dark icy claws that grow from your fingers and drip inky blackness. Make a melee spell attack with these claws that have a reach of 10ft. On a hit they deal 1d10 cold damage.   The spell’s damage increases by one die when you reach 5th level (2d10) , 11th level (3d10) , and 17th level (4d10) .

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Darkened Grasp

3rd Level Necromancy (Shadow, Astral, Stellar, Lunar)   Casting Time: 1 action
Range: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric (Arcana, Death), Solarian, Shadow Weaver, Wizard
  You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.

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Déjà Vu

3rd Level Enchantment (Temporal, Control, Memory)   Casting Time: 1 action
Range: 60ft
Components: V S M (an hourglass)
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard (Chronomancy)
  You briefly rewind the thoughts a creature of your choice in range that you can see and who is not in combat with you. The target must succeed on a Wisdom saving throw. On a failed save, the target forgets any conversation it had within the last 5 minutes. It has a sneaking suspicion it has forgotten something and will have a sense of having done an action or had a conversation before if it is repeated. Remove Curse or Greater Restoration will return the creature's original memories.   Multiple castings of this spell on the same creature within 24 hours increases the likelihood of it failing. Should you cast this spell on the same target within 24 hours, each casting increases the chance of failure by 10% (roll precentile dice when casting before the target(s) make the saving throw). If the spell fails, the enchentment is undone, and the target recalls all that it had forgotten.   At Higher Levels: For each level over 3rd, you may target 1 additional creature.

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Destruction Protocol

5th Level Enchantment (Technomancy, Control, Beguile)   Casting Time: 1 action
Range: 5ft
Components: V, S
Duration:1 minute, Concentration
Classes: Technomancer
  Waves of inciting programming ebb from your touch, reprogramming a construct of the technology sub-type to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature or pre-programmed, the target creature can attempt a Wisdom saving throw (DC = the spell’s DC) to negate this spell’s effect.   While this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. On subsequent turns you can use a bonus action to change which target the construct attacks. When you stop concentrating or when the spell’s duration otherwise ends, the construct immediately stops following your commands to attack and reverts to its original state.

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Detect Radiation

1st Level Divination (Astral, Stellar, Solar, Detection)   Casting Time: 1 action
Range: 120ft
Components: S, M (vidarian crystal worth 100EC)
Duration: 10 minutes
Classes: Druid (Stars, Moon, Sun), Sorcerer (Aether), Technomancer
  You detect radiation in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell’s area each round without taking an action. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

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Detect Technology

1st Level Divination (Technomancy, Detection)   Casting Time: 1 action
Range: 60ft Cone
Components: V, S
Duration:Instantaneous
Classes: Technomancer
  You detect all technological items (even hybrid items) with charges or that replenish charges in the area, including batteries, power cells, and generators (as well as such items that are on creatures you can see, even if the creatures have hidden those items on themselves). You can’t determine if there are technological items in areas you can’t see, nor can you detect technological traps in this way.   The information this spell provides allows you to differentiate between charged items and items that replenish charges, but it does not provide any further information nor does it tell you, for example, how many charges an item currently has or how many maximum charges it can hold. This spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

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Discharge

3rd Level Abjuration (Technomancy)   Casting Time: 1 action
Range: 120ft
Components: V
Duration:Instantaneous
Classes: Technomancer
  You can dissipate the charges from one technological object such as a battery, temporarily depower one electrically powered technological object that does not use charges, or severely hinder a construct with the technological subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds.   If the target is a construct with the technological subtype, it is stunned until the end of its next turn and cannot use any energy-based attacks for 1d4 rounds. A construct with the technological subtype that is affected by this spell can attempt a CON saving throw at the end of each round to shrug off the effect.

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Divided Existance

9th Level Transmutation (Temporal)   Casting Time: 1 action
Range: 60ft
Components: V S M (a gold hourglass filled with tiny gemstones or diamond / pearl dust, worth at least 35,000gp that is consumed)
Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard (Chronomancy)
  You target a creature's body and soul to be consigned to utter oblivion; dividing its existence across all of time and space. An arc of light blue energy springs from your pointing finger to a target that you can see within range.   A creature targeted by this spell must make a Charisma saving throw. A creature that has legendary abilities to instead succeed must have more than one use remaining and uses every charge available to succeed on this save. If it only has 1 Legendary Resistance left, it must still make the roll but has a +1 bonus.   On a failed save, the target takes 14d10 force damage or half as much on a success. The target is disintegrated if this damage leaves it with 0 hit points or suffers 3 levels of exhaustion if it is still alive. A disintegrated creature and everything it is wearing and carrying, even magic items, are reduced to a pile of fine gray dust which then disperses across all of time. The creature can be restored to life only by means of a wish spell.   Immediately after casting this spell, roll percentile dice. If you roll lower than your Wisdom modifier (minimum of 2), you take Force damage equal to half the amount dealt to the target on a failure. If by taking this damage you are reduced to 0 hit points, you die but are not dispered throughout space-time, and if you are still alive, you take 2 levels of exhaustion.

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Douse Light

Transmutation Cantrip (Shadow Astral, Stellar, Utility)   Casting Time: 1 action
Range: 30ft
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric (Death, Grave, Trickster), Ranger, Shadow Weaver
  With a hand gesture and an incantation, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip. You may also use this cantrip to extinguish flames on your person or a creature within range that would usually require an action to douse.

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Echoes of the Past

4th Level Divination (Temporal, Divination)   Casting Time: 10 minutes (ritual)
Range: self
Components: V M (an hourglass and a glass eye both worth at least 100gp)
Duration: Concentration, up to 10 minutes
Classes:Bard, Cleric (Arcana and Knowledge domain) , Paladin, Wizard (Divination, Chronomancy)
  You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago.   When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look and move as you normally would but are unable to sense your present surroundings and still are effected by current physical barriers.   At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago. At 9th level, affected creatures have a fly (hover) speed of 60ft in the vision while remaining still in reality.

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Eclipse Blade

5th Level Transmutation (Astral, Lunar, Shadow, Enchantment)   Casting Time: 1 bonus action
Range: self; 60ft / 120ft
Components: V, M (100GP Moonstone which may be embedded on the weapon)
Duration: 10 Minutes
Classes: Artificer, Solarian, Warlock
  A melee weapon you are holding darkens to a near black and emits a sinister red glow. When a creature takes damage from a melee attack with this weapon it suffers an additional 3d8 necrotic damage, double if the creature is a lycan, vampire, dopplegangar or similar shapechanger. Dragons, Archfey, and deities do not meet this criteria.   As an action, instead of making a melee attack, you may swing your weapon, making a ranged weapon attack, to launch a crescent of black/red energy at a target within range (60/120ft). This eclipse crescent deals 2d10 necrotic and 2d10 radiant damage on a hit.

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Elsarin's Flurry

4th Level Conjuration (Elemental, Aura, Weather)   Casting Time: 1 action
Range: Self; 5ft radius sphere
Components: S, M (water from melted snow)
Duration: Concentration, up to 1 minute
Classes: Cleric (Tempest), Druid, Sorcerer
  You conjure a swirling flurry of snow to fill the space around you in a 5ft radius. The space occupied by your flurry is heavily obscured to everyone but you. Ranged attacks are made at disadvantage regarldess of if the attacker knows your exact location (such as tremorsense or blindsight)   As a bonus action, you may end the spell early by condenscing the flurry into 2 bolts of frigid energy and unleashing them on up to 2 targets within 20ft of you. The target(s) must succeed on a Dexterity saving throw against your spell save DC for each bolt or take 3d6 Cold damage, or half as much on a success.   At Higher Levels: The radius of the flurry extends by 5ft, and you may create an additional beam of cold energy for each slot over 4th.

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Entomb

6th Level Transmutation (Elemental, Terrain)   Casting Time: 1 action
Range: 90ft
Components: V, S, M (a chip of granite)
Duration: 8 hours
Classes: Druid, Wizard
  You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

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Ethereal Cloak

5th Level Illusion (Astral, Lunar, Illusion, Invisibility)   Casting Time: 1 action
Range: 60ft
Components: S, M (100GP of Mithral Dust which is consumed)
Duration: 1 hour
Classes: Cleric, Druid (Moon), Solarian, Wizard
  You cause an object you can see that fits within a 200ft cube to become invisible to all but you. You percieve it as a partly translucent object with a subtle glow. The object is still physical and thus can be interacted with. If the object has an interior, like a shed or boat, any creature inside when the spell is cast can still see the interior of the object.   A creature that interacts with it immediately breaks the illusion. Alternatively, a creature can make an INT check against your spell save DC to attempt to percieve the illusion. Creatures with see inivisbility and true sight can seethrough your illusion.

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Ethereal Shroud

9th Level Illusion (Astral, Lunar, Invisibility, Illusion)   Casting Time: 1 action
Range: 160ft
Components: V, M (1000GP of Mithril Dust which is consumed and a 100GP Quartz)
Duration: 12 hours
Classes: Cleric, Druid (Moon), Wizard
  By shifting the veil of the ethereal plane and your own ever so slightly, you slide the material into the etheral or create etheral visions in the material and cloak all terrain and structures in a in a 9 square mile in range to look, sound, and smell like some other sort of terrain and or structures including illusory creatures that would fit the locaiton. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain or even a fully populated city. You decide who can see the region as normal.   You could also make the structures appear invisible or like they never existed. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.   Truesight reveals there is illusion magic at work but does not reveal the original form. Detect Magic would reveal that magic is at work but the sense would moreso indicate a blurring of the veil between ethereal and material rather than a flat out illusion. A creature must make an Insight check against your spell save to even attamept an INT check to percieve that illusions are at work.

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Ethereal Veil

3rd Level Illusion (Astral, Lunar, Invisibility, Illusion)   Casting Time: 1 action
Range: 60ft
Components: S, M (50GP of Mithral Dust)
Duration: 1 hour
Classes: Druid (Moon), Solarian, Wizard
  You cause an object you can see that fits within a 15ft cube to become invisible to all but you. You percieve it as a partly translucent object with a subtle glow. The object is still physical and thus can be interacted with.   A creature that interacts with it immediately breaks the illusion. Alternatively, a creature can make an INT check against your spell save DC to attempt to percieve the illusion. Creatures with see inivisbility and true sight can seethrough your illusion.

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Ether's Embrace

7th Level Evocation (Astral, Stellar, Control)   Casting Time: 1 action
Range: 120ft
Components: V, S
Duration: Concentration; up to 1 minute
Classes: Druid, Shadow Weaver, Warlock
  You summon the cold, inky darkness of Stygian space into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.

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Fade

4th Level Conjuration (Shadow)   Casting Time: 1 bonus action
Range: self
Components: V, M (a pinch of black sand that is consumed)
Duration: Instantaneous
Classes: Bard, Shadow Weaver
  As a bonus action, you step into the border regions of the Shadow Plane, in the area where it overlaps with your current plane. This spell automatically fails if you are not on the material, shadow, fey, or ethereal planes   While in the border region, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the same plane as you. Creatures that aren't on the same plane as you can't perceive you or interact with you unless they have the ability to perceive it.   You gain a +10 to your walking speed and are still bound by gravity while in the plane. You also cannot move through solid earth, stone, or wood at least 1 inch thick. You can move through creatures and other objects as if they are rough terrain. At the end of the current Round, you immediately return to the plane you originated from in the spot you currently occupy. If you reappear in an occupied space, you are shunted to the nearest open space and take 2d6 Force damage per 5ft you are moved to get there.

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Flame Wave

4th Level Evocation (Elemental)   Casting Time: 1 action
Range:Self; 50ft radius
Components: V, S, M (Drop of Tar or Oil)
Duration: Instantaneous
Classes: Cleric (Light, Forge, Tempest), Sorcerer
  A rushing stream of fire rips out from you in a thin pulse outwards of 50ft. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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Flickering Fate

4th Level Divination (Astral, Stellar, Insight, Buff, Temporal)   Casting Time: 1 action
Range: Touch
Components: V, M (a woven band of silver thread worth 350GP)
Duration: 1 minute
Classes: Druid (Stars), Shadow Weaver, Sorcerer, Wizard (Astral, Chronomancy), Warlock
  When you cast this spell on a creature, they glimpse the flickering shadows of fate a few seconds into the future. The recipient has an additional +5 bonus to its Passive Perception, Attacks, Ability Checks, and Saving throws. Creatures within 30ft of the target have a -5 penalty to attacks and ability checks against the recipient as well as DEX and Saving throws triggered by the recipient's attacks.

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Frozen Razors

3rd Level Evocation (Elemental,Terrain)   Casting Time: 1 action
Range: 90ft
Components: V, S, M (water from a melted icicle)
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer
  Razor sharp blades of ice erupt out of the ground or another surface in a 20-foot cube, centered on a point you can see within range. For the duration, the area is difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw.   On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Guided Fortitude

4th Level Abjuration (Astral, Stellar, Buff, Aura)   Casting Time: 1 bonus action
Range: touch
Components: S, M (a pinch of sapphire dust worth 200GP which is consumed)
Duration: 3 turns
Classes: Cleric, Druid (Stars), Solarian
  When you touch a creature the sapphire dust glows and swirls around the target of the spell. The spell lasts until the end of your 3rd turn from now. For the duration of the spell, the affected created has resistance to all but Psychic, Force, and Thunder damage.

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Guiding Star

1st Level Divination (Ritual) (Astral, Stellar, Divination)   Casting Time: 1 minute
Range: self
Components: V, S
Duration: 8 hours
Classes: Druid, Ranger, Shadow Weaver, Wizard
  By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.

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Heart of the Star

8th Level Transmutation (Astral, Solar, Stellar)   Casting Time: 1 action
Range: 50ft
Components: V, S, M (small sphere of nickel or an ioun stone)
Duration: Concentration, 1 minute
Classes: Cleric (Arcana, Light), Druid (Star)
  This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you within the spells area when cast must succeed on a Strength saving throw or drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 6d8 bludgeoning damage; success means the creature takes 3d8 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed.   All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. Ranged magic attacks have their range halved when traveling through the space. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.

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Heat Leech

4th Level Evocation (Technomancy)   Casting Time: 1 action
Range: 40ft cone
Components: V, S
Duration: Instantaneous
Classes: Technomancer
  You drain the heat from all creatures and objects in the area, dealing 7d8 cold damage. You can store the gathered heat energy in batteries within 10ft of you; restoring a single charge per 2 points of damage dealt. You determine how much energy goes to which battery and cannot charge any battery past its max value. The remaining energy swirls around you until the end of your next turn. If you make an attack that lands before this excess dissipates, your attack deals fire damage equal to half the excess remaining (minimum of 1).   At Higher Levels. For each level over 4th, the damage dealt is an additional 1d8 cold damage.

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Hiroth's Conduit

4th Level Evocation (Elemental, Deflection)   Casting Time: 1 reaction, when you are hit with an attack dealing lightning damage
Range: Self
Components: S
Duration: Instantaneous
Classes: Druid, Solarian, Sorcerer, Technomancer
  As a reaction when you are hit by an attack that deals lightning damage, make a DC 10 Dex saving throw. On a success, you are immune to the damage and can redirect the attack to another creature or object within 30ft of you or into the air harmlessly. On a failure you reduce the damage to half or -20, whichever is less, and do not get to redirect the attack.

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Hold Portal

1st Level Abjuration (Technomancy, Control)   Casting Time: 1 action
Range: 100ft
Components: V, S
Duration: 1 Minute
Classes: Sorcerer, Technomancer
  This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Add 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell.   At Higher Levels: For every level above 1st, the spell duration is extended by 1 minute.

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Hypothermia

5th Level Evocation (Elemental)   Casting Time: 1 action
Range: 90ft
Components: V, M (a sapphire worth 250GP)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock
  You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell. For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.   At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.

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Ice Fire

2nd Level Transmutation (Elemental, Control)   Casting Time: 1 action
Range: 60ft
Components: V
Duration: 5 minutes
Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
  Target a normal or magical fire that can fit within a 20ft cube. The fire turns from a bright orange and yellow source of warmth to a glowing white and blue fire that draws in heat and exudes a frosty chill. A creature that comes in contact with these flames instead takes cold damage rather than fire damage. Other than that the flames behave as normal fire and can ignite flammable objects/material.   All ordinary fires that fit within the area of effect can be targeted. This includes flames that are a result of items or creatures being set on fire by spells. Magical fire must both fit within the area of effect and last longer than 1 round. Spells such as flaming sphere, wall of fire, etc can be targeted by this spell and changes their damage to cold damage. Instantaneous spells like fireball, and firebolt cannot be targeted in this manner as the fire is too brief to be effected.

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Illusion Beast

3rd Level Illusion (Shadow)   Casting Time: 1 action
Range: 80ft
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Shadow Weaver
  You draw upon the power of the Shadow Realm to conjure a number of creatures up to the amount detailed below and create a semi-real illusory creatures. Choose a Beast of CR 2 or lower to create, using the template stat block below. If the creature is normally larger than Medium, it is instead a medium creature. For the duration of the spell, the creatures are friendly to you and your allies. The creatures act immediately after your turn.   An enemy can perceive the beasts as an illusion. Using its action, it must succeed an Intelligence check against your spell save DC, and is immune to all damage from the illusions if it succeeds. If multiple creatures are summoned, once 1 is identified as an illusion, they all are.   When cast you may issue a unique command from its available action list to each creature summoned. The creature will continue the performing the last action you instructed them to do until the spell ends or they hit 0HP. You may use a bonus action to issue a new command to 1 creature (or issue the same command but on a different target).   Damage by Size
Creature Size# SummonedHP per CreatureDamage
Tiny3Character Level / 3 (rounded up)1d4
Small2(Character Level / 2) + 21d6
Medium1Character Level + 42d6+2
 
by Austin Graham
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Implant Data

1st Level Transmutation (Technomancy)   Casting Time: 1 action (Ritual)
Range: Touch
Components: S, M (hackers kit)
Duration: 1 hour or until triggered
Classes: Sorcerer, Technomancer
  You subtly rearrange the internal circuitry of a single computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object’s location or physical description, a creature or object’s tangible or intangible value, or another simple statement.   When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module’s actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell’s duration ends before an individual accesses the implanted data, the implanted data vanishes.   The implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it’s made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later.

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Implosion

3rd Level Evocation (Astral, Solar)   Casting Time: 1 action
Range: 60ft
Components: V, M (silver poweder worth 25GP which is consumed)
Duration: Instantaneous
Classes: Solarian, Warlock
  You choose a creature you can see within range and until the end of it's next turn it is held by an intense gravity field in the space it currently occupies and takes 2d12 Force damage as the force of the field makes it implode. While held by the field, the creature is restrained.   At Higher Levels: For each level over 3rd, the initial damage is increased by 1d12 and the spell lasts 1 additional round and the target takes 1d12 Force damage at the start of its turn. After the first round, the target may use it's action make a DEX save to attempt to escape, and if it succeeds, the spell ends.

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Inject Nanobots

3rd Level Necromancy (Technomancy, technology)   Casting Time: 1 action
Range: Touch
Components: S, M (hackers kit)
Duration: Instantaneous
Classes: Technomancer
  You concentrate key particles in your blood into tiny biological nanobots that you can inject into a creature with a touch, disrupting and damaging its natural processes. Make a melee attack against the target; if you hit, the nanobots deal 4d8 necrotic damage and swarm through the target’s biological or mechanical systems, causing the creature to be be effectively suffer the poisoned condition.   If the target succeeds at a Constitution save, it takes only half damage and negates the secondary effect. A poisoned target can attempt another CON saving throw at the beginning of its turn each round to end the effect.

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Irradiate

2nd Level Conjuration (Astral)   Casting Time: 1 action
Range: 60ft, 10ft radius sphere
Components: V, S, M (components)
Duration: 1 Minute (Concentration)
Classes: Sorcerer (Aether), Technomancer
  This spell floods the area of effect with dangerous low level radiation. The central irradiated area is always a 10-foot-radius spread that expands 5ft at the end of your turn while the spell is active. The saving throw to resist the radiation effects is your spell save DC rather than the standard save DC for radiation.   At Higher Levels: If cast at 4th level or higher the radiation level is Medium. If cast at 6th level the radiation level is High. If cat at 8th level or higher the radiation level is Severe.

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Jolting Surge

2nd Level Evocation (Technomancy)   Casting Time: 1 action
Range: Touch
Components: V
Duration: Instantaneous
Classes: Technomancer
  You touch a single target with a device you’re holding that uses electricity, requiring a melee attack against the target’s AC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing 4d6 electricity damage to your target. A target that takes this damage cannot make opportunity attacks until the start of its next turn.

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Life Bubble

4th Level Evocation (Astral, Solar, Lunar, Stellar)   Casting Time: 1 action
Range: 100ft
Components: V, S
Duration:1 day (24 hours)
Classes: Solarian, Sorcerer, Druid (Star, Sun, Moon)
  You surround up to 5 + your spell casting modifier (minimum 1) creatures you can see within range with a constant and movable 1-inch shell of tolerable living conditions customized each of the creatures. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater and in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F), as well as extreme pressures.   Life bubble doesn’t provide protection from energy damage or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as low gravity or underwater)

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Logic Bomb

5th Level Abjuration (Technomancy, Buff)   Casting Time: 1 action (Ritual)
Range: Touch
Components: V
Duration: 1 day or until triggered
Classes: Technomancer
  You infuse one computer system or module with protective energy, protecting it against attempts to access it. As long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the Computers skill or otherwise), it takes 6d6 damage (either cold, electricity, or fire damage; you choose when casting the spell). When the spell is triggered, the creature must make a DEX saving throw and takes half damage on success. This damage is in addition to any negative effects the creature suffers due to the system’s other countermeasures.

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Magnetic Beam

4th Level Transmutation (Astral, Solar, Control)   Casting Time: 1 action
Range: self; 60ft line
Components: V, S
Duration: Instantaneous
Classes: Solarian, Sorcerer, Wizard, Warlock
  You point and a jagged line of magnetism (blue light) erupts from your finger in a 60ft long, 5ft wide line. Each creature other than you within 10ft of the line must make a STR saving throw. On a failure, a creature is moved to the closest unoccupied space within or adjacent to the line and takes 4d10 force damage. A creature takes half as much damage and is not moved on a success. All affected creatures have resistance to Lightning damage until the end of their next turn.   At Higher Levels: When you cast this spell using a slot of 5th level or higher, the range of the line increases by 10ft. At 7th level, the damage increases to 5d10.

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Make Whole

5th Level Transmutation (Technomancy, Healing)   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Technomancer
  This spell repairs and restores mechanical components. It restores 5d6 Hit Points when cast on a technological object or construct of the technology type. The spell can fix destroyed magic items, and it restores the magic properties of the item. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way.

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Microbot Assault

4th Level Conjuration (Technomancy, Healing)   Casting Time: 1 action
Range: 50ft
Components: V, M (25 EC of titanium which is consumed)
Duration: 1 minute, Concentration
Classes: Technomancer
  You pull latent technological energy from the air and conver the titanium to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots fill an area encompassing a 10ft square cube. Any creature that enters the space or starts it's turn there takes 2d6 magical slashing damage. Any creature within the space has disadvantage on attacks it makes while in the micro-bot space.   Additionally, at the end of your turn, if there are no creatures within the microbots' space, the cloud will move of its own accord with a fly (hover) speed of 20ft towards the creature closest to it giving preference towards creatures who had been in the cloud before.

Return to Spell List   1st Level Divination (Psionic, Telepathy)   Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
Classes: Solarian, Sorcerer, Druid (Star)
  You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn’t language dependent.

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Mind Thrust

3rd Level Enchantment (Psionic, Damage, Enchantment)   Casting Time: 1 action
Range: 100ft
Components: V, S
Duration: Instantaneous
Classes: Druid, Solarian, Sorcerer, Wizard
  You thrust a lance of psychic disruption to overwhelm the mind of one creature within range. This spell cannot affect creatures of INT 3 or lower. The target must make an Intelligence saving throw. The target takes 4d10 Psychic damage, or half as much on a success.

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Mired Thoughts

2nd Level Enchantment (Psionic, Enchantment)   Casting Time: 1 action
Range: 90ft
Components: V
Duration: 1 round
Classes: Solarian, Wizard
  You send a psychic disruption to disrupt the thought patterns of a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 2d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it moves, takes an action, or takes a bonus action; it can only do one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Each subsequent creature must be within 30ft of another affected creature in order for you to target them.

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Night Maiden's Moonfire

Conjuration Cantrip (Astral, Lunar)   Casting Time: 1 action
Range: self
Components: V, S
Duration: 10 Minutes
Classes: Cleric, Druid
  Light resembling moonlight appears in your hand. It varies in color as you desire, whether blue-white, soft green, white, or silver. The moonlight remains there for the duration and harms neither you nor your equipment. The moonlight sheds bright light in a 15-foot cone and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the moonlight, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the moonlight at a creature within it's cone. Make a melee or ranged spell attack, whichever makes sense. On a hit, the target takes 1d8 radiant damage.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Nova's Last Light

9th Level Evocation (Astral, Stellar)   Casting Time: 1 action
Range: self; 30ft radius sphere
Components: V, S, M (a star fragment)
Duration: Instantaneous
Classes: Druid (Stars), Warlock
  A burst of searing heat as if from a dying star explodes from you and immediately afterward, a wave of frigid cold rolls across the same area. All creatures within a 30 foot radius sphere of you make a Dexterity saving throw and take 8d12 fire damage and 8d12 cold damage on a failure, or half as much on a success. Affected Creatures must succeed a separate Constitution save or be blinded for 1 minute on a failure.

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Orb of Light

2nd Level Evocation (Astral, Solar)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: 1 Round
Classes: Bard, Cleric, Druid
  An orb of pure sunlight the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.

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Overload System

6th Level Enchantment (Technomancy, Control)   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Technomancer
  Make a melee spell attack against a creature within range. You flood the target’s body with random jolts of electricity or other interference. The target is overwhelmed and potentially unable to perform tasks as normal. Until the end of its next turn it cannot use any reactions. Additionally, whenever the target attempts any action or bonus action, there is a 50% chance that the target is interrupted and the attempt fails. Roll this chance separately for each action or bonus action the target would take.   At Higher levels: For each level over 6th, the target suffers the spell's affects for an additional round. At the end of the target's turns it can make a CON saving throw to end the effect early.

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Parallelism

7th Level Conjuration (Temporal)   Casting Time: 1 minute (Ritual)
Range: 20ft
Components: V S M (a lodestone which is consumed)
Duration: 8 hours
Classes: Sorcerer, Wizard (Chronomancer)
  You bend space-time around a location you can see within range fitting within up to a 15ft cube and create a duplicate version in a pocket plane. A silver tear in the fabric of reality, appearing at a location of you choice at the boundary of the space, is the only means of identifying and entering / exiting the duplicate plane. Up to 8 creatures of your choice when cast can see and move through the tear. You may end the spell early as a free action.   On the inside, the boundaries have faint blue glowing gears marking the borders, and no spells, items, sounds, odors, etc can cross the border. Spells already affecting the area do carry over to the parallel version. Other creatures cannot percieve the rift unless they have true sight, but even then cannot enter. Creatures in the prime plane pass harmlessly through the pocket plane's version and are a foggy incorporeal version of themselves on the pocket plane.   When the spell ends, either by you or another caster by creating an anti-magic zone, Dispel Magic, or Wish, you may choose to have the original location keeps its place in space-time as the pocket plane dissolves into the void. Alternatively, you may to have the parallel plane's version of the location immediately replaces the area on the prime plane as the barriers of space-time collapse. Creatures in the space in both the pocket and prime planes harmlessly and seemlesly transition at the position they occupy in both to the final space on the prime plane.   At Higher Levels: Casting at 9th level reinforces the spell and it can only be dispelled by others via a Wish spell.

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Phantom Walk

2nd Level Conjuration (Shadow, Utility)   Casting Time: 1 action
Range: 30ft
Components: V, S, M (a lodestone)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Shadow Weaver, Warlock
  You conjure a shadowy road between points to create a bridge or path where there was none before. This can bridge a chasm, create a winding stairwell, or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.

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Psychokinetic Strangulation

3rd Level Transmutation (Psionic)   Casting Time: 1 action
Range: 30ft
Components: S
Duration: 1 minute (Concentration)
Classes: Solarian, Sorcerer (Aether), Wizard
  You manipulate the mystical energy around one creature you can see within range. A strangling force forms around the creature’s throat into a viselike grip, potentially choking the life out of your victim. The creature must make a Strength saving throw and take 3d8 bludgeoning damage, is restrained, and is suffocating and unable to speak on a failure. On a success the creature takes half damage, is not restrained or suffocating, and the spell ends.   On subsequent turns while the spell is active, you can use your action to continue squeezing, dealing 3d8 bludgeoning damage. If you do not, the creature simply remains restrained and unable to breathe or speak. The affected creature may repeat the Stength saving throw at the end of its turn, ending the spell on a success.

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Pummelstone

Conjuration Cantrip (Elemental)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classes: Druid, Wizard
  You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the roll.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Pyroclasm

9th Level (Elemental)   Casting Time: 1 action
Range: 500ft
Components: V, S, M (a shard of obsidian)
Duration: Concentration, up to 1 minute
Classes: Cleric (Forge, Nature), Druid
  You point toward an area of ground or similar surface within range. A geyser of lava erupts from the spot you choose, creating a 5-foot wide, 40-foot high cylinder of lava centered on a point you can see. When it erupts, any creature within 5ft of it or that starts its turn in that space must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.   When cast, and at the start of your turn, the lava spreads in a pool centered at the base of the geyser. The first time it spreads, it creates a 10-foot radius of lava, and the radius increases by 10 feet each subsequent round to a maximum radius of 50 feet. Creatures who start their turn in the pool take 5d8 fire damage.   Lava clings to a creature when it leaves the area, and it hardens into stone. The creature is reduced to half speed and has disadvantage on Dexterity saving throws until a creature uses an action to break the hardened lava off. If you maintain your concentration for the full minute, the lava geyser and pool permanently harden into nonmagical stone.   A creature in the hardened stone is restrained. The stone has an AC 17, 25 hit points, is resistant to all damage except thunder, and is immune to poison and psychic damage. A restrained creature can break free as an action with a successful DC 27 Strength (Athletics) check.

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Rapid Repair

6th Level Transmutation (Technomancy)   Casting Time: 1 action
Range: Touch
Components: V, S, M (a battery with at least 5 charges; the charges are consumed)
Duration: 1 minute
Classes: Technomancer
  You channel the energy from the battery and amplify it into a sustaining force. On each round the spell is active, the target construct regains 2d6 Hit Points at the start of its turn. This does not stack with any fast healing the construct already has. You can’t target a construct that has been brought to 0 Hit Points or destroyed. This spell can be ended early if the target enters the space of an anti-magic field, and can be dispelled by Dispel Magic.

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Raven's Sight

3rd Level Transmutation (Shadow)   Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 Minutes
Classes: Cleric (Death and Grave), Shadow Weaver, Warlock
  Upon casting this spell, you gain the ability to sense creatures on the border region of the Shadow Plane and the plane you are on. You also gain Darkvision up to 15ft if you do not already have that ability. While the spell is active you can sense the presences creatures on the border shadow plane within 30ft of you but not their exact location. Occasionally you can perceive them as dark shadows out of the corner of your eye.   At Higher Levels, if cast at 5th level or higher, when you are targeted by a creature emerging from the border plane, you have advantage on saving throws for damage and condition effects. You can also see creatures clearly as if by the spell See Invisibility and you can see any fast travel within 80ft of you through the plane such as that by Shadow Step.

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Recharge

2nd Level Evocation (Technomancy)   Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Technomancer
  You convert your life energy into an electrical power to restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. If you recharge a battery already affected by this spell within the last 4 hours, there is a 20% chance the battery is destroyed by the attempt (1-2 on a d10). This chance increases by 10 each time the spell is cast until 4 hours after the last casting on it.   If you restore more charges than the item can hold, any creature in contact with the item takes 1d4 lightning damage for every charge over the maximum. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.

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Remove Radioactivity

3rd Level Conjuration (Astral, Banishment, Restoration)   Casting Time: 1 action
Range: touch
Components: S, M (a small polished stone)
Duration: Instantaneous
Classes: Sorcerer (Aether), Technomancer
  You remove all ongoing effects of radiation from a single target. The target is cured of both the radiation’s poison effects and the radiation sickness disease if it has contracted it.   When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to permanently negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return, typically returning to full strength after 6 hours.

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Resonant Echo

4th Level Conjuration (Temporal)   Casting Time: 1 action
Range: 10ft
Components: V S M (ground sapphire dust worth 2,000 GP which is consumed)
Duration: 4 Hours
Classes: Solarian, Technomancer, Wizard (Chronomancer)
  You tap into alternate timelines to conjure a hazy translucent duplicate of yourself within range. This duplicate has Hit Points equal to your character level x 2. Otherwise, it matches all of your other stat and save bonuses with the exception that it is immune to all conditions. When conjured, choose 1 spell you currently have prepared / know. On your turn you can mentally command the echo (no action required) to move up to your movement speed. The echo vanishes when it is more than 30ft from you, it casts it's stored spell, or you cast this spell again.   You can use the echo in the following ways:
  • You can cast your spells through the echo
  • Your echo can unleash the spell chosen when conjured at a target of your choice. (This ends the spell)

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Rolling Thunder

2nd Level Evocation (Elemental)   Casting Time: 1 action
Range: Self; 30ft line
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
  A low rumble heard by any creature within 25ft of you explodes from your outstretched hand and rolls forward in a line 30-foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A construct or creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell.   While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.

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Sandstorm

3rd Level COnjuration (Elemental, Weather, Control)   Casting Time: 1 action
Range: 150ft; 40ft radius, 20ft tall cylinder
Components: V, S
Duration: Concentration, 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard
  Until the spell ends, burning sand swirls in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and is covered with sand, making it difficult terrain. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.   At Higher Levels: When cast at 5th level or higher, when a creature enters the area or starts its turn inside the area, it takes 1d6 slashing damage for each level over 4th level.

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Security Seal

4th Level Abjuration (Technomancy)   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 12 hours
Classes: Technomancer
  A security seal spell magically locks a single door, container with a lid or latch, portal, or computer system no larger than 30ft. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases by 5 while it remains attached to the object. If the object doesn’t have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A knock spell removes the security seal automatically, counting as one means of closure.

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Shadow Force

6th Level Conjuration (Shadow, Teleportation)   Casting Time: 1 action
Range: Self
Components: V, M (a shard of obsidian)
Duration: 1 Round
Classes: Sorcerer (Shadow), Shadow Weaver, Warlock
  As an action, you step into the border regions of the Shadow Plane, in the area where it overlaps with your current plane. This spell automatically fails if you are not on the material, shadow, fey, or ethereal planes   While in the border region, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can see through solid objects as if they are translucent wisps of smoke. Visibility in this manner is reduced to 30ft even with darkvision.   You can only affect and be affected by other creatures on the Border Plane. Creatures that aren't on the same plane as you can't interact with you and cannot perceive you unless they have the specific ability to see onto the Ethereal Plane.   At the start of your next turn, the spell ends and you reappear in an unoccupied space of your choice that you can see from the border region up to 60ft away from the point you vanished from. You emerge in a cloud of shadow and 1 creature of your choice within 10ft of you when the spell ends must make a WIS saving throw and take 5d10 Psychic damage and be frightened of you for 1 minute on a failed save or take half the damage on a success and the target is not frightened. They may use their action to repeat the save to overcome this status.   At higher levels, when you cast this spell at 7th level or higher, for each level over 6th, you may target 1 additional creature to make the saving throw.

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Shadow Glide

2nd Level Transmutation (Astral, Lunar, Shadow)   Casting Time: 1 action
Range: self
Components: V, M (a small bag of ash)
Duration: Concentration, 1 round
Classes:Shadow Weaver, Solarian, Warlock
  Until the end of your next turn, your body dissolves into wisps of Shadow, though you stil have a humanoid shaped form. You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration.   While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you resist all damage except force, psychic, or radiant. You can dismiss this spell early as a free action. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 50 feet. If the distance is greater than 50 feet, you take 1d6 extra force damage for every additional 10 feet traveled.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can extend the duration for an additional turn for each slot over 2nd. When the duration is longer than 1 round, you can use a free action to switch between the shadow form and normal form while the spell is active. If cast at 8th level or higher, you may maintain this form for 10 minutes.

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Shadow Mask

2nd Level Illusion (Shadow)   Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of black quartz worth at least 50GP)
Duration: 10 minutes
Classes: Bard, Sorcerer, Shadow Weaver
  Pulling on the power of the Plane of Shadow, you create a dark mask in front of your face. This mask does not impede your vision and cannot be physically removed. It can be dispelled by the caster or by magic. Once dispelled, you have 1 minute before the shadows fully dissipate.   You are protected from 1 case of blind or charm effects that rely on vision. This protection can only be used once per casting of the spell.   At Higher Levels. Casting using a slot of level 3 or higher allows you to mask the face of a willing creature per additional spell slot. They have full control of the mask and can dispel it themselves if they so choose.

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Shadow Orb

1st Level Conjuration (Shadow)   Casting Time: 1 action
Range: Self
Components: V, S, M (ground shards of amethyst)
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Shadow Weaver
  A 5-foot-diameter sphere of shadow appears before you and beings moving in a direction of your choice. You are not affected by the orb and thus are not considered when the spell takes about a creature within range. As a bonus action, you can change the trajectory of the sphere but you cannot make the sphere stand still.   While no creature is within 5 ft of the sphere, it has a fly (hover) movement speed of 15ft (3ft/sec) and moves immediately after your turn. While a creature is within 5 ft of the sphere, it slows to a movement speed of 5ft (1ft/sec). The sphere rebounds in the opposite direction if it comes in contact with large solid surfaces (like walls, table tops, ceilings) but passes through creatures and small objects like candles, books, tables, etc.   When a creature comes within 5 ft of the sphere or starts its turn in range it must make a Constitution save. It takes 1d8 of either cold or necrotic damage (chosen when cast) on a failed save or half as much on a success. The creature repeats this save if it ends its turn within 5 ft of the sphere.   At Higher Levels: The damage increases by 1d8 for each slot level above 1st. Also, when cast at 7th level or above, the orb ignores immunities and immune creatures instead resist the damage.

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Shadow Squadron

9th Level Illusion (Technomancy, illusion)   Casting Time: 1 action
Range: 250ft; 60ft radius, 50ft tall cylinder
Components: V, S, M (a handheld holo-projector)
Duration: 1 minute, Concentration
Classes: Technomancer
  You create a powerful vision of a fleet of hostile starships overhead that appears to rain fiery laser shots mercilessly at your enemies. The ships appear to be 1,000 feet overhead and target a 60-foot-radius area that you designate on the ground. You can’t cast this spell indoors unless you are within a structure that a fleet of starships could believably fit within. Each round on initiative count 20, losing all ties, while this spell is in effect, the starships deal 4d6 piercing damage and 5d10 fire damage to all creatures in the area as the ships appear to shoot lasers at your enemies. The creatures must make DEX saves and take only half the damage on a success. As the illusion's creator, you are immune to its effects. You may protect a number of other creatures equal to your spellcasting modifier.   If a creature interacts with the illusion (such as by taking damage), it can attempt a WIS saving throw to percieve through the illusion. A creature who knows it is an illusion will only take half damage it would normally have taken; thus, if a creature knows it is an illusion and succeeds at its DEX save in a given round, it takes one-quarter the spell’s damage that round.

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Shadow Step

7th Level Conjuration (Shadow, Transportation)   Casting Time: 1 minute (R)
Range: Touch
Components: V, M (kyanite cluster worth 250GP)
Duration: Instantaneous
Classes: Sorcerer (Shadow), Druid (Moon)
  When in an area of dim light, you and any creature or vehicle you are touching are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can transport up to 10 medium creatures / objects which must be in direct contact with one another at the time of casting. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. This spell merely shifts you to the border region but does not garuntee you arrive safely.   Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Charisma saving throw to negate the effect.   In the region of shadow, you move at a rate of 200 miles per hour and are visible in the Shadow Realm as a small billowing cloud of Shadow moving through the realm. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. When traveling your accuracy is determined by the table below which is rolled when you start moving. You are still succeptible to damage or attack in this form should someone follow after you or something in the Shadow realm take interest.   Shadow Step can also be used to travel to other planes that border on the Plane of Shadow (Material, Ethereal, Astral Sea), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d6 hours.  
d100Result
1-5Shadow Crisis: All creatures are scattered 1d10 x 100 ft from each other on a random point in the ShadowFell.
6-10Rough Road:Every creature takes 3d6 necrotic damage and 2d6 psychic damage. Then the GM rerolls on the table to see what happens.
11-20You Tried:You arrive in a location that is thematically similar or looks like the destination you desired. This could be anywhere on the plane.
21-40In the neighborhood: You arrive in a random location on the right planet or star system but not specifically exactly where you intended.
41-70Close Enough: You arrive in a random location within 1d10 x 50ft of the desired location. If you would appear in a solid object you are shunted to the nearest open space and take 8d6 force damage.
71-100Success!: You arrive within 50ft of where you desired in the nearest open space able to accomodate everyone traveling.
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Signal of the Dawn

2nd Level Evocation (Elemental)   Casting Time: 1 action
Range: 120ft
Components: V, M (a borealis crystal worth at least 50GP that is consumed)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Solarian
  You release the powerful energies stored in the borealis crystal to form an aurora at a position of your choosing within range that you can see. You may choose up to 3 colors for the aurora to emit. The crystal becomes a clear quartz worth half as much as the original borealis crystal. If held for the full concentration duration, the spell will last for another 50 minutes (for a full duration of 1 hour).   You may form the aurora in one of the following configurations:   Beacon: The Aurora emits upwards 10 miles and radiates outward for 20 miles.   Curtain: You fill a 200ft cube centered from a point of your choosing you can see and is within range with light from a mini aurora that sheds bright light in the area and dim light an additional 50ft. The aurora is 20ft tall and forms 100ft upward (or as high as it can if it hits a ceiling or roof). The aurora expands as far as it can until it fills the cube.   While the spell is active, you may use a bonus action to select a new origin point for the aurora. Once selected, a new aurora of the same configuration forms over the course of 10 seconds while the previous one fades over the course of 10 seconds.   If you end the spell before it has been active for 1 minute, you may use a bonus action to recapture the aurora back into the crystal it came from returning it to a borealis crystal of its original value. You cannot recapture it if the spell lasted longer than 1 minute, it is dispelled by a force other than you, or your concentration is forcefully broken. When the spells ends, and the aurora is not recaptured, the aurora lasts for 30 seconds as it slowly fades away.

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Solar Flare

9th Level Evocation (Astral, Solar)   Casting Time: 1 action
Range: 60ft cone
Components: V, S
Duration: Instantaneous
Classes: Cleric (light), Druid (Sun), Sorcerer (Aether), Shadow Weaver
  You send a devastating arc of solar plasma in a direction of your choosing. Each creature within the area of effect must make a Dexterity saving throw and take 7d10 radiant damage and 7d10 fire damage on a failed save and is blinded for 2 rounds (until the end of its turn) and half as much on a success and is not blinded. If the creature takes damage, it must also make a Constitution saving throw and be stunned on a failure. At the end of it's turn, a stunned creature can make another saving throw to overcome the effect, but has disadvantage the first turn after the spell is cast. This flare is considered sunlight for any creatures that have special conditions when defeated in sunlight.

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Solar Winds

7th Level Conjuration (Astral, Solar)   Casting Time: 1 action
Range: 120ft; 45ft radius sphere
Components: V, M (a magnetic stone with gold flecks)
Duration: Concentration, 10 minutes
Classes: Cleric (Light), Druid (Sun), Sorcerer
  You summon solar winds into a location you can see. In this area, raging swirling currents of energy disrupt creatures and energy related attacks within its influence. Attacks dealing lightning, fire, cold damage, or that deal with magnetism or gravity of 7th level or lower cannot be cast within or enter its area and immediately end if one is in effect in the space.   Creatures that start their turn in the sphere or enter it for the first time must also make a Constitution save or take 3d12 force damage or half as much on a success.   Note: this spell does not cause great physical wind and thus does not disrupt spells like Fog Cloud.

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Soothing Protocol

5th Level Enchantment (Technomancy, control, beguile)   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute, Concentration
Classes: Technomancer
  Waves of calming programming ebb from your touch, potentially stabilizing a technology construct’s harmful intentions toward you and your allies. The target construct must have a CR lower than your level and cannot be currently controlled by magic by another mage. If affected, the construct is convinced that you and your allies pose no threat. It can’t take violent actions against you or your allies, and it can’t do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you).   Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell’s effects (and could cause the construct to attack you, if it was doing so previously). The creature can also make a Wisdom saving throw at the end of it's turn to overcome the effect of the spell.

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Spear of Selene

2nd Level Conjuration (Astral, Lunar)   Casting Time: 1 action
Range: self
Components: S
Duration: Concentration, 5 minutes
Classes: Bard, Cleric, Druid, Solarian
  You conjure moonlight into an ethereal spear made of moonlight. This magic spear lasts until the spell ends and counts as a simple melee weapon with which you are proficient. It deals 1d6 magical piercing + 1d6 radiant damage and has the finesse, light, versatile (1d8 to piercing damage only) and thrown properties (range 20/60). If you drop the weapon or throw it, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.

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Spectral Wings

5th Level Transmutation (Shadow, Mobility)   Casting Time: 1 action
Range: 30ft
Components: V, S, M (a black feather)
Duration: 5 minutes
Classes: Sorcerer, Warlock
  You summon wings of black or dark purple fog to form on a willing creature you choose within 30ft of you. The wings obey the thoughts of the creature they attach to. The target gains a flying speed of 60ft. The wings are incorporeal and cannot be damaged by any means. The wings can only be felt by the creature they attach to. They can be dispelled by magic, or the creature controlling them.   When the spell ends, or the wings are dispelled, the creature is enveloped by the wings and descends safely up to 100ft closer to the ground and free falls if they have not reached the ground at that point.   At higher levels you may target 1 addition creature for every level over 5th.

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Starburst

Evocation Cantrip (Astral, Stellar, Solar)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Wizard, Warlock
  You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes shedding bright light in a 60ft radius and the creature in the light's space makes a Charisma saving throw against your spell save DC taking 1d8 radiant damage on a failure.   This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Starfall

5th Level Evocation (Astral, Stellar)   Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classes: Cleric (Light), Solarian, Wizard
  You cause bolts of shimmering starlight to fall from the heavens, striking five targets you can see within 60 feet of you and in your sight. Each bolt strikes one creature who must make a Dexterity saving throw, doing 6d6 radiant damage and blinding it on a failure or reducing the damage to half and prevents blindness on a success. If there are fewer than five targets, excess bolts strike the ground harmlessly.   At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.

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Supercharge Weapon

3rd Level Evocation (Technomancy, Buff)   Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Instantaneous
Classes: Technomancer
You supercharge the target weapon until the start of your next turn. If the weapon’s attack hits while the spell is active, the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.

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Sympathetic Vibration

8th Level Evocation (Technomancy)   Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: 10 minutes, concentration
Classes: Technomancer
  By attuning yourself to a freestanding structure or vehicle (this doesn’t include starships), you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 sonic damage per round to the target. If the spell is cast upon a target that is not freestanding, the surrounding material dissipates the effect and no damage occurs. Sympathetic vibration can’t affect creatures (even if they are constructs).

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Synaptic Pulse

2nd Level Enchantment (Psionic)   Casting Time: 1 action
Range: self, 10ft radius
Components: V, S
Duration: Instantaneous
Classes: Solarian, Wizard
  Sending out a psychic pulse up to 2 creatures of your choice within range must succeed on a Wisdom saving throw or be stunned until the start of your next turn.   At Higher Levels: If cast at 3rd level or higher, the maximum number of affected creatures increases by 1 per spell level over 2nd. If cast at 5th level or higher, the radius increases to 20ft in addition to the other benefits.

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Telekinetic Projectile

Conjuration Cantrip (Psionic)   Casting Time: 1 action
Range: 30ft
Components: V
Duration: Instantaneous
Classes: Druid (Sun, Stars)
  You summon a spectral echo of an object weighing up to 3 pounds and fling it at the target, making a ranged spell attack that takes no disadvantage due to hostile creatures being within melee range of you. If you hit, you deal 1d6 force damage to the target. The type of object thrown doesn’t change the damage type or any other properties of the attack.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Temporal Bubble

8th Level Conjuration (Temporal)   Casting Time: 1 action
Range: 60ft
Components: V M (sand from an hour glass melted into glass in the form of a gear)
Duration: 1 hour (prime material time)
Classes: Sorcerer, Wizard (Chronomancer)
  You create a transparent magical zone where time flows differently in a 25ft radius sphere or 50ft radius dome centered on a point of your choice within range. The walls of the sphere / dome glow very faint blue. A DC 20 Investigation check will reveal even fainter blue gears spinning and flowing around the wall. No loose material, spell or effect can pass into or out of the zone unless it travels through another plane of existence to do so (such as by using misty step, etherealness or dimension door.)   A creature may attempt to enter or leave the area, but must succeed on a DC 30 STR check to do so and legendary or other similar abilities to choose to succeed cannot be applied to this check.   Choose one of the following effects for the zone:
  • Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for every hour that passes outside.
  • Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 8 hours for every hour that passes outside.

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    Temporal Vortex

    4th Level Evocation (Temporal)   Casting Time: 1 action
    Range: 90ft
    Components: V S M (enchanted cog)
    Duration: Concentration, up to 1 minute
    Classes: Paladin, Wizard (Chronomancer)
      This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as spherical distortions with a 10-foot radius. Each creature within the sphere when you cast the spell, or that ends its turn in its effect must succeed on a Dexterity saving throw or be affected by the time vortex.   While the spell lasts, a creature that enters the make a Dexterity saving throw or be affected. An affected creature can’t take reactions and must roll a d12 at the start of its turn to determine its behavior for that turn. You can move the temporal vortex 10 feet each round as a bonus action.  
    d12Effect
    1-2The creature is stunned until the start of its next turn.
    3-4The creature can move an additional 15ft until the start of its next turn.
    5-6The creature's speed is halved until the start of its next turn.
    7-8Attacks against this creature have disadvantage until the end of its next turn.
    9-10The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round.
    11-12The creature may make 2 actions on its next turn.
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    Tidal Barrier

    1st Level Abjuration (Elemetnal, Aura)   Casting Time: 1 action
    Range: Self
    Components: V, S, M (a piece of driftwood)
    Duration: Concentration, up to 1 minute
    Classes: Cleric (Tempest, Nature), Druid, Sorcerer, Wizard
      A swirling wave of seawater surrounds you, crashing and rolling around your space. Melee attacks made against you have disadvantage. Those that hit require the attacker to make a Strength saving throw against your spell save DC and be pushed 10ft away from you on a failure.

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    Time Slight

    5th Level Transmutation (Temporal)   Casting Time: 1 action
    Range: self (30ft radius)
    Components: V S
    Duration: Instantaneous
    Classes: Wizard (Chronomancy)
      You choose a number of creatures you can see within range. Each creature can take their turn on your turn, acting in order of initiative, giving up their next turn, skipping it. Each creature chosen cannot be affected again for 2 rounds.   Credit: u/SwordMeow

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    Time's Arrow

    3rd Level Transmutation (Temporal)   Casting Time: 1 reaction when a projectile enters or is fired within the spells range
    Range: 40ft
    Components: V S
    Duration: Instantaneous
    Classes: Ranger, Warlock, Wizard (Chronomancer)
      When a ranged physical projectile weapon is used (darts, arrows, cannonballs, etc) you react by ensnaring the projectile midair and altering its course to a target of your choice within range. As you do so, 2 temporal echoes also appear and follow the projectile to its new target. The target must make a DEX save against your spell save DC and takes 3x the attack's damage on a failure, or half as much on a success. Whoever made the initial ranged attack rolls once to determine the base damage which is then multiplied.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the multiplier to the attacks damage is increased by 1 per level over 3rd as additional temporal echoes are created.

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    Transfer Charge

    Transmutation Cantrip (Technomancy)   Casting Time: 1 action
    Range: Touch
    Components: S
    Duration: Instantaneous
    Classes: Technomancer
      You can transfer up to 5 charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same type, two identical power cells, or the like). You transfer charges from the source object to the receiving object. You must declare the number of charges being transfered when casting before it takes affect. If you transfer more charges from the source than the receiving item can hold, creatures in contact with the items must make a CON saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold.

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    Transport via Water

    7th Level Conjuration (Elemental, Teleportation)   Casting Time: 1 minute
    Range: 30ft
    Components: V, S
    Duration: Instantaneous
    Classes: Cleric (Temptest), Druid
      Channeling the power of the natural current of water you can utilize natural water sources as catalysts for teleportation. After focusing for 1 minute inside a body of water you can teleport up to 10 willing creatures or 1 object that fits within a 400ft cube, currently in the body of water, to another natural body of water you have seen before.

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    Umbral Beast

    5th Level Illusion (Shadow, Summoning)   Casting Time: 1 action
    Range: 120ft
    Components: S
    Duration: Concentration, up to 1 minute
    Classes: Cleric (Death and Grave), Shadow Weaver, Sorcerer
      You draw upon the power of the Shadow Realm to conjure a semi-real creature of Shadow. Choose a Beast or Monstrosity with a CR of 5 or lower to create. If the creature is normally not Medium, it is instead a medium creature. For the duration of the spell, the creature acts immediately at the end of your turn and is friendly to you and your allies.   When cast you may issue a unique command to each creature summoned. The shadow creature will continue the performing the last action you instructed them until the spell ends or they hit 0HP. You may use a bonus action to issue a new command to 1 creature.   An enemy can perceive the beasts as an illusion. Using its action, it must succeed an Intelligence check against your spell save DC. For an enemy that has successfully identified the creature as an illusion, The enemy has advantage on saving throws on the creature's attacks, and the shadow creature has disadvantage attacks against the enemy.   The creature uses its normal stat block with the following modifications:   All damage is instead 3d6 Psychic damage, perceived as whatever type would make sense for the attack.   AC: 8 + Your Spellcasting Modifier
    HP: 25 + your Spellcasting Modifier
    Shadow Form. (Trait) The creature is made of black cloudy Shadow stuff. It can move through solid objects as if they are rough terrain. It takes 2d6 Force damage if it ends its turn in an occupied space. When it drops to 0 HP, it dissapates into black mist.

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    Umbral Storm

    9th Level Evocation (Shadow)   Casting Time: 1 action
    Range: 120ft
    Components: V, S, M (a kyanite cluster worth 500GP that is consumed)
    Duration: Concentration, up to 1 minute
    Classes: Druid (Moon, Stars), Sorcerer
      A storm of gloom and nightmares forms as clouds of black and purple swirl and blue lightning flashes in a 30-foot-radius, 50-foot-high cylinder centered on a point you see within range. Each creature in the cylinder when it appears or that ends their turn in its effect must make a Wisdom saving throw. The creature takes 5d6 Necrotic damage and 5d8 psychic damage on a failed save, or half as much of each damage on a successful one. The area inside the cylinder is heavily obscured and is considered rough terrain.   While the spell is active, you may use a bonus action to cause blue lightning to strike automatically 1 random target in the spells area of effect. Choose Lightning or Cold damage and it deals 2d6 of the chosen type. If the target takes damage, it must make CON saving throw against your spell save DC and falls prone on a failure.

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    Usila's Ocotpus Stance

    5th Level Conjuration (Elemental, Aura, Deflection)   Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    Classes: Druid, Sorcerer
      You summon a ring of 8 tentacles of water that surrounds you. While the spell is active, you may use a reaction when an attack targets you to give yourself a +5 to AC for that attack by intercepting it with a tentacle. If the attack is blocked (misses you), the tentacle explodes.   While the spell is active, you may use a bonus action to make a finesse melee attack with one of the tentacles that has a range of 15ft. On a hit the target takes 2d8 magical slashing damage and the tentacle dissolves.

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    Vacuum Hand

    3rd Level Transmutation (Astral, Solar, Control)   Casting Time: 1 action
    Range: 120ft
    Components: S
    Duration: Instantaneous
    Classes: Bard, Cleric, Solarian, Wizard
      You move your hand and create a thin vacuum between the hand and a Large or smaller object or creature you can see within the spell's range. When cast, you choose whether the target moves up to 60ft in a line toward you or you move up to 60ft in a line toward the object. If you choose a creature, and choose to pull it towards yourself, it can make a STR saving throw to avoid the effect.

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    Wail of Despair

    6th Level Necromancy (Shadow)   Casting Time: 1 action
    Range: Self (30ft Cone)
    Components: V, S
    Duration: Instantaneous
    Classes: Cleric (Death), Warlock, Wizard
      You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail lose half their remaining hit points and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. Those that succeed lose one quarter of their current HP and aren’t frightened. This spell has no effect on constructs and undead.

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    Wall of Shadow

    7th Level Evocation (Shadow, Control)   Casting Time: 1 action
    Range: 120ft
    Components: V, S, M (a small vial of Shadow Stuff)
    Duration: Concentration, up to 10 minutes
    Classes: Shadow Weaver, Sorcerer, Technomancer
      You create an opaque wall of a magical shadowy force. Visually it appears as black and purple clouds billowing and writhing along the wall. The wall blocks all sight but Truesight. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels.   Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d8 force damage, or half as much damage on a successful save.   The wall is an object that can be damaged and thus breached. It has AC 14 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of inky black mist in the space the wall occupied that is considered darkness. A creature moving through the space for the first time on a turn must make a Wisdom saving throw. That creature takes 5d8 Psychic damage on a failed save, or half as much damage on a successful one.   At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage the wall deals when it appears increases by 2d8, and the damage from passing through the sheet of black mist increases by 1d8 for each slot level above 7th.

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    Wall of Time

    5th Level Abjuration (Temporal, Control)   Casting Time: 1 action
    Range: 120ft
    Components: V S M (an hourglass)
    Duration: Concentration, up to 1 minute
    Classes: Paladin, Cleric, Wizard (Chronomancy)
      You create a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet high, 1 foot thick, and forming a closed circle 20 feet in diameter.   Melee attacks cannot be made through the wall. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons that pass through the wall are made with disadvantage and a -2 penalty. A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the Slow spell.

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    Ward of the Sentinel

    2nd Level Abjuration (Shadow, Warding)   Casting Time: 1 reaction (when you or an ally is targeted by an attack)
    Range: 30ft
    Components: V, S, M (a polished disc of silver)
    Duration: 3 rounds
    Classes: Artificer, Cleric (Arcana, Death, Grave), Shadow Weaver, Solarian
      You siphon a portion of your life force to shield your allies. Until the start of your turn 3 rounds from casting, a dark, translucent barrier of magical force appears to protect 1 large or smaller creature of your choice in range.   While the shield is up, the target has a +2 bonus to AC and saving throws, including against the triggering attack, and is immune to Magic Missile. The shield can be dispelled/dropped by the caster as a free action at any point, even between attacks on the protected creature.   Any time the protected creature would take damage, you take 1/4 the damage (minimum 1 point) of necrotic damage and the damage directed at the target is halved.   This damage to the caster does not force a saving throw to maintain concentration. Damage halved by the shield is still affected by resistances. So an attack of 12 cold damage would be halved to 6, and if the target has cold resistance, the actual damage dealt would only be 3 cold damage.   At Higher Levels, you may choose an additional target per spell slot level over 3rd. A new shield is created for each target. All shields are dispelled at the same time.

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    Water Spout

    3rd Level Evocation (Elemental, Terrain)   Casting Time: 1 action
    Range: 120ft
    Components: V, S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
      As an action, while you are standing on the ground, you pick a point within range and a 5ft diameter cylinder water spout erupts from the ground. Any creature, medium or smaller, in that space must succeed on a DEX save or take 3d6 magical bludgeoning damage and be propelled upward 30 feet by a pillar of magic water that immediately disappears. If the creature succeeds, they only take half damage and are shoved to the nearest unoccupied space.   At Higher Levels: When cast at higher levels, the diameter increases by 10ft per level over 3rd. As the diameter increases, the number and size of creatures affected increases. A 15ft cylinder spout can lift 4 medium/small creatures or 1 large creature.

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    Water Whip

    Evocation Cantrip (Elemental)   Casting Time: 1 action
    Range: 15ft
    Components: S
    Duration: Instantaneous
    Classes: Druid, Wizard, Warlock
      You summon a streamlet of water and lash out at the target. Make a melee or ranged spell attack. On a hit, the target takes 1d8 slashing damage and you may pull it 5ft towards you.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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    Wicked Flames

    3rd Level Evocation (Elemental, Shadow)   Casting Time: 1 action
    Range: self
    Components: V, S
    Duration: Instantaneous
    Classes: Solarian, Shadow Weaver
      Make a CON saving throw against your own spell save DC. Take 1d8 Necrotic damage on a failure. A column of fire erupts outward in a circle around you. All creatures within a 10ft sphere of your position must make a Dexterity saving throw. A creature takes 2d12 fire damage or half as much on a successful save.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 3rd. The necrotic damage also increases by 1d8 in the same manner.

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    Wind Lash

    Evocation Cantrip (Elemental)   Casting Time: 1 action
    Range: 20ft
    Components: S
    Duration: Instantaneous
    Classes: Druid, Sorcerer, Wizard
      Your swift gesture creates a solid lash of howling wind. Make a melee or ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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    Wind Tunnel

    1st Level Evocation (Elemental, Buff)   Casting Time: 1 action
    Range: Self, 60ft line
    Components: V, S, M (a hollow reed)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Druid, Ranger, Rouge (Arcane Trickster)
      You create a swirling tunnel of wind extending from yourself in a direction you choose. The tunnel is a line 30-foot long and 5-foot wide. The wind blows from you toward the end of the line, which is stationary once created. Ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range while ranged weapon attacks fired through the line against the wind are made with disadvantage.   The wind tunnel is not strong enough to immediately disperse gases and vapors, and it causes candles, torches, and similar unprotected flames in the area to dance wildly and has a 50 percent chance of extinguishing them.

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