Frejkin Spell List in The Ground | World Anvil
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Frejkin Spell List

Frejkin Cantrips

Acid Balm

Acid Balm

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 round
Damage/Effect: acid

You conjure a strong acidic substance on your target's skin, yellow and sticky, that burns to the touch. While grappling a creature, you may deal 1d6 acid damage to it at the end of your turn. This spell ends if a creature breaks out of your grapple.

Dancing Lights

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Distress Spores

Distress Spores

0-level (Cantrip) Evocation

Casting Time: 1 reaction, which you take in response to taking damage
Range/Area: 240ft
Components: V
Duration: Instantaneous

Upon taking damage, you can release distress spores, allowing all plants, beasts, fey, frejkin and wood elves within 240 feet of you to sense your pain.

Available for: Frejkin, Wood Elf Sorcerers
Druidcraft

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

 
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Frejkin, Wood Elf Sorcerers
Friends

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Message

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Poison Spray

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: poison

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels:

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

Shillelagh

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S, M
Materials: tbd and a club or a quarterstaff
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Available for: Frejkin, Wood Elf Sorcerers
Thorn Whip

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: piercing

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At higher levels:

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Venomous Spit

Venomous Spit

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: S
Duration: Instantaneous
Attack/Save: ranged spell attack

You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range. On a hit, the target takes either 1d8 poison damage or 1d8 acid damage, as you decide when casting this spell.

At higher levels:

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you roll multiple damage dice, you can roll any amount for acid damage and any amount for poison damage, as you decide when casting this spell.

 

1st Level Frejkin Spells

Animal Friendship

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 24 hours
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Charm Person

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 hour
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Draining Fungus

Draining Fungus

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: poison

Implant spores into a creature within the range of this spell. The target must succeed a Constitution saving throw, or suffer an infection that gradually damages it and heals you. For the duration of this spell, the infected creature suffers 1 poison damage at the beginning of each of its turns.

At the end of this spell's duration, or when the infected creature is reduced to 0 hit points - whichever happens first - you regain a number of hit points equal to the damage inflicted by this spell. When this occurs, you can use your reaction to instead cause another creature that isn't undead or a construct within a range of 30 feet to regain an equal number of hit points instead of you. The target of this healing can choose to make a Wisdom saving throw, negating the effect of this healing if it succeeds.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, its poison damage increases by 1 for every two slot levels above 1st.

Available for: Frejkin, Wood Elf Sorcerers
Ensnaring Strike

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained, piercing

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At higher levels:

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Entangle

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Faerie Fire

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw

Each object in a 20 foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10 foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Available for: Frejkin
Fog Cloud

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Goodberry

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Hail of Thorns

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: ranged weapon attack, Dexterity saving throw
Damage/Effect: piercing

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At higher levels:

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Available for: Frejkin, Wood Elf Sorcerers
Nilin's Bolt

Nilin's Bolt

1-level Enchantment

Casting Time: 1 action
Range/Area: 120ft
Components: S
Duration: 1 round
Attack/Save: ranged spell attack
Damage/Effect: psychic

You launch a bolt of energy towards a creature, temporarily remixing it's memories, confusing it.

Make a spell attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above 1st.

Purify Food and Drink

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

Sleep

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Tasha's Hideous Laughter

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: prone, incapacitated

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Toxic Cloud

Toxic Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: poison, stunned

You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.

At higher levels:

When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d10 for each slot level above 1st.

Wreath of Life

Wreath of Life

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: 1 round

You chant a mystic incantation, creating a magical garland on the head of an ally. If it is not destroyed, it restores their health. If the target takes no damage before the start of your next turn, it regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Available for: Frejkin
 

2nd Level Frejkin Spells

Animal Messenger

Animal Messenger

2-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At higher levels:

If you cast this spell using a spell slot of 3rd level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Barkskin

Barkskin

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armour it is wearing.

Beast Sense

Beast Sense

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Available for: Frejkin
Chameleon

Chameleon

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 hour

You obscure your appearance by creating the illusion of an object around yourself. The object you choose must be an object you can see or have seen before, and it must be the same size category as you. The phantom object is visually indistinguishable from its real counterpart, and is centred on you wherever you go.

Another creature within 10 feet of you can use its action to make an Intelligence (Investigation) check contested against your spell save DC to see through the illusion; it has disadvantage on this check if it has not seen or heard you moving within the past minute.

If you take damage, or take any actions, bonus actions, or reactions, the phantom object fades into mist and the spell ends.

Available for: Frejkin, Wood Elf Sorcerers
Enlarge/Reduce

Enlarge/Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Enthrall

Enthrall

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 minute
Attack/Save: Wisdom saving throw

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Hold Person

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralyzed

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Invisibility

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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.

Locate Animals or Plants

Locate Animals or Plants

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Melf's Acid Arrow

Melf's Acid Arrow

2-level Evocation

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: acid

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Mirror Image

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Misty Step

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Nystul's Magic Aura

Nystul's Magic Aura

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Available for: Frejkin, Wizards
Pass without Trace

Pass Without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your com panions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Phantasmal Force

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Intelligence saving throw

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10 foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Protection from Poison

Protection from Poison

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Spider Climb

Spider Climb

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Available for: Frejkin, Wizards
Spike Growth

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Damage/Effect: piercing

The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Tree Shape

Tree Shape

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 8 hours

For the duration, you assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. All clothing and gear carried or worn changes with you. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an AC of 20, but gain no benefit from shields or other effects that increase AC. You automatically fail all Dexterity checks and saving throws, and you have a speed of 0 feet.

When you cease concentration on this spell, you instantly return to your normal form.

Available for: Frejkin, Wood Elf Sorcerers
 

3rd Level Frejkin Spells

Conjure Animals

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

 
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
 

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At higher levels:

When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.

Counterspell

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Create Food and Water

Create Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Fear

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: Self (30ft cone)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: frightened

You project a phantasmal image of a creature’s worst fears. Each creature in a 30 foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Fool's Speech

Fool's Speech

3-level Illusion

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch up to eight willing creatures. Creatures affected by this spell gain the ability to speak in a secret language that is incomprehensible gibberish to all other creatures.

Fool's speech language is indecipherable even with language-translating magic such as comprehend languages or tongues, though such magic will be able to detect that fool's speech is being used.

Available for: Frejkin, Wizards
Freidyne

Freidyne

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: radiant

With a somatic gesture, you evoke a spherical blast of white light at a point within range. Each creature in a 20 foot radius sphere centred on that point must make a Constitution saving throw. A target takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures have disadvantage unless they are a celestial, construct, dragon, or undead.

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.

Glitterdust

Glitterdust

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: blinded

Choose a point within range. A cloud of golden particles covers everyone and everything within a 10 foot radius of that point, blinding creatures. Everyone and everything within the area is covered by the dust, which cannot be removed and continues to sparkle until it fades.

For the duration, any target covered by the dust has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible.

Each target that is a creature must succeed on a Wisdom saving throw or become blinded for the duration. At the end of each of a target's turns, it may repeat its saving throw, ending the blindness on a success.

At higher levels:

The sphere's radius increases by 5 feet for every two levels above 2nd.

Hypnotic Pattern

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed, incapacitated

You create a twisting pattern of colors that weaves through the air inside a 30 foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Available for: Frejkin, Wizards
Major Image

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or som e other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an im age of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Mind Pain

Mind Pain

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Intelligence saving throw
Damage/Effect: psychic, prone

A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.

Plant Growth

Plant Growth

3-level Transmutation

Casting Time: 1 action or 8 hours
Range/Area: 150ft
Components: V, S
Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100 foot radius centred on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centred on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Speak with Plants

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V, S
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM ’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Spirit Guardians

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15ft radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Wisdom saving throw

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

4th Level Frejkin Spells

Compulsion

Compulsion

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Confusion

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centred on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 
  • 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
  • 2-6 - The creature doesn’t move or take actions this turn.
  • 7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
  • 9-10 - The creature can act and move normally.
 

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Conjure Minor Elementals

Conjure Minor Elementals

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

 
  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower
 

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

At higher levels:

When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.

Conjure Woodland Beings

Conjure Woodland Beings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

 
  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
 

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At higher levels:

When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.

Corrosive Aura

Corrosive Aura

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: acid

A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time.

At higher levels:

When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th.

Dominate Beast

Dominate Beast

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object”. If the creature com pletes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels:

When you cast this spell with a 5th level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Freedom of Movement

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralysed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Giant Insect

Giant Insect

4-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Grasping Vine

Grasping Vine

4-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Greater Invisibility

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Hallucinatory Terrain

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: 24 hours

You make natural terrain in a 150 foot cube in range look, sound, and smell like som e other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Phantasmal Killer

Phantasmal Killer

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Polymorph

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Attack/Save: Wisdom saving throw

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Available for: Frejkin, Wizards
Reshape Terrain

Reshape Terrain

4-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 150ft
Components: V, S
Duration: Concentration, up to 1 hour

You reshape the terrain to your will. You can alter the terrain of a 50 foot cube centred on a point you can see within range. You can subtract or reshape the present terrain as you choose within the cube, but you can only add material that is present within the cube when you first cast the spell.

The spell takes the entire hour that you spend concentrating on it to change into the shape that you chose when you first cast the spell. If you break concentration part way through, the change halts and the terrain will only be partly shifted depending on how long the spell was concentrated on for. The DM will decide what this looks like.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the area affected by 50ft for each level above 4th.

Shadow Well

Shadow Well

4-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

You cause a single target creature's shadow to become a temporary gateway to a pocket realm within the Shadowfell. The target must make a Wisdom saving throw. On a failure, they are pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing real harm.

On each of its turns, the target can use its action to attempt a Wisdom saving throw, ending this effect on a success. When the target returns to the real world, it must succeed on another Wisdom saving throw or become frightened for 1d4 rounds. Upon leaving the pocket realm, the target reappears in the spot it had been in when the shadow well spell was cast. If this space is occupied, it instead appears in the nearest unoccupied space to that point. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature to escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target may still become frightened upon leaving in such a manner.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Available for: Frejkin, Moon Elf Sorcerers
 

5th Level Frejkin Spells

Awaken

Awaken

5-level Transmutation

Casting Time: 8 hours
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your com panions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Cloudkill

Cloudkill

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw
Damage/Effect: poison

You create a 20 foot radius sphere of poisonous, yellow-green fog centred on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Commune

Commune

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Commune with Nature

Commune with Nature

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V, S
Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

 
  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings
 

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Available for: Frejkin, Wood Elf Sorcerers
Conjure Elemental

Conjure Elemental

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the elemental’s statistics.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Creation

Creation

5-level Illusion

Casting Time: 1 minute
Range/Area: 30ft
Components: V, S, M
Materials: a tiny piece of matter of the same type of the item you plan to create
Duration: Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5 foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Using any material created by this spell as another spell’s material component causes that spell to fail.

 
MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute
At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Available for: Frejkin, Wizards
Dominate Person

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels:

When you cast this spell using a 6th level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

Dream

5-level Illusion

Casting Time: 1 minute
Range/Area: Special
Components: V, S, M
Materials: tbd
Duration: 8 hours
Attack/Save: Wisdom saving throw
Damage/Effect: psychic

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a m essenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Insect Plague

Insect Plague

5-level Conjuration

Casting Time: 1 action
Range/Area: 300ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Constitution saving throw
Damage/Effect: piercing

Swarming, biting locusts fill a 20 foot radius sphere centred on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Lucent Singularity

Lucent Singularity

5-level Evocation

Casting Time: 1 action
Range/Area: 40ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: radiant, blinded

Summon a spinning anomaly of twisted light that detonates. When you cast this spell you fire an orb made up of spinning streaks of light at any space within range. It passes through creatures and objects before reaching the space and then detonates into a brilliant display of blinding radiant light. Any creature within 5ft of the designated space takes 4d10 radiant damage and any creature within 10ft of the flash must make a constitution saving throw or become blinded until the end of your next turn. A creature who cannot see still takes the radiant damage but cannot be blinded. The magic of the spell lingers after it is cast, illuminating the spells range of 10ft from its original target with dim light until the start of your next turn.

Mislead

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Modify Memory

Modify Memory

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At higher levels:

If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Seeming

Seeming

5-level Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Tree Stride

Tree Stride

5-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Available for: Frejkin, Wood Elf Sorcerers
 

6th Level Frejkin Spells

Conjure Fey

Conjure Fey

6-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft
Components: V, S
Duration: 1 minute

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature’s statistics.

At higher levels:

When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Available for: Frejkin, Wizards
Contingency

Contingency

6-level Evocation

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell - called the contingent spell - as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Find the Path

Find the Path

6-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Fire Seeds

Fire Seeds

6-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: up to 4 nuts or up to 8 berries
Duration: 1 hour or until used
Attack/Save: ranged weapon attack, Dexterity saving throw
Damage/Effect: fire

Depending on the material component used for this spell, you can create the following: Nut Grenades or Berry Bombs.

Nut Grenades: As many as four acorns turn into ranged weapons that can be thrown up to 100ft away. To use these objects, it requires you to make a ranged weapon attack to hit the target. Each acorn does 4d6 fire damage. Each nut explodes upon impacting any hard surface. Any combustible materials within 10ft of the target ignites. A targeted creature can make a Dexterity saving throw. On success, targets take half damage.

Berry Bombs: You turn as many as eight berries into special bombs. Berry Bombs have to be placed by hand as attempting to throw it will cause it to detonate on the creature that threw it. If you are within 200ft and speak the command word, each berry bomb instantly bursts into flame, causing 3d8 fire damage to every creature in a 5ft radius and igniting any combustible materials within 5ft. A creature within the area can make a Dexterity saving throw. On success, targets take half damage.

At higher levels:

When you cast this spell using a spell slot of 7th or higher, increase the number of nut grenades by 2 or the number of berry bombs by 4.

Available for: Frejkin, Wood Elf Sorcerers
Liveoak

Liveoak

6-level Transmutation

Casting Time: 10 minutes
Range/Area: Touch
Components: V, S
Duration: 24 hours

This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.

Liveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.

If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

The awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions.

Otto's Irresistable Dance

Otto's Irresistable Dance

6-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Available for: Frejkin, Ikaia Cultists, Wizards
Planar Ally

Planar Ally

6-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 60ft
Components: V, S

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Programmed Illusion

Programmed Illusion

6-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30 foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Transport via Plants

Transport via Plants

6-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: 1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Available for: Frejkin, Wood Elf Sorcerers
Wall of Thorns

Wall of Thorns

6-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Dexterity saving throw
Damage/Effect: piercing, slashing

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20 foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

 

7th Level Frejkin Spells

Mirage Arcane

Mirage Arcane

7-level Illusion

Casting Time: 10 minutes
Range/Area: Sight
Components: V, S
Duration: 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise im pede 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.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Plane Shift

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Charisma saving throw

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Project Image

Project Image

7-level Illusion

Casting Time: 1 action
Range/Area: 500 miles
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Reverse Gravity

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity saving throw

This spell reverses gravity in a 50 foot radius, 100 foot high cylinder centred on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Teleport

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V
Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10 foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

 
Familiarity

“Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

 
Success

“On target” means you and your group (or the target object) appear where you want to.

“Off target” means you and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

“Similar area” means you and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

“Mishap” means the spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---------01-100
Associated object---------01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100------
 

8th Level Frejkin Spells

Animal Shapes

Animal Shapes

8-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points o f its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Feeblemind

Feeblemind

8-level Enchantment

Casting Time: 1 action
Range/Area: 150ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Instantaneous
Damage/Effect: psychic

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

Glibness

Glibness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Telepathy

Telepathy

8-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: V, S, M
Materials: tbd
Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

 

9th Level Frejkin Spells

Prismatic Wall

Prismatic Wall

9-level Abjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 10 minutes
Attack/Save: Constitution saving throw, Dexterity saving throw

A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centred on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centred on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall m oves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different colour. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.

While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Shapechange

Shapechange

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Time Stop

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place m ore than 1,000 feet from the location where you cast it.

True Polymorph

True Polymorph

9-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour
Attack/Save: Wisdom saving throw

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Weird

Weird

9-level Illusion

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: frightened, psychic

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30 foot radius sphere centred on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Wildfire

Wildfire

9-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: fire

A creature within range burns. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the effect ends for that creature.

If a target takes fire damage from this spell, choose one creature you can see within 30 feet of target that is not already burning. The new target begins burning, taking damage and spreading the fire in the same manner as the original target.


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