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Expanded Druid Spell List

Here are all new Spells found in the Druid Spell List.   Cantrip   Drain Life
Classes: Bard, Cleric, Druid, Warlock
School: Necromancy Cantrip
Casting Time: 1 Reaction
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You touch a bleeding creature, making a melee spell attack against it. On a hit, you deal 1d4 necrotic damage and restore hit points equal to the damage done.   The damage of this Spell increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Earth Spike
Classes
: Druid, Sorcerer, Wizard
School: Transmutation Cantrip
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By simple movements you shift the earth beneath your feet to spike outwards toward an enemy. Choose a creature within range, this creature has to make a Dexterity saving throw or take 1d12 Piercing damage. This Spell can only be cast on dirt, earth, sand or stone covered ground.   This Spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Instill Sleep
Classes
: Bard, Druid, Warlock
School: Enchantment Cantrip
Casting Time: 1 Bonus Action
Range: 15ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 5 rounds
Output: Spellcard
Description: A terrible drowzyness befalls a creature, as you yawn at it. At the start of the 5th turn of the targeted creature, after casting this Spell on this creature, it falls unconscious, sleeping, until the end of its next turn.   The amount of turns needed, decreases at higher levels. Four turns at 5th level, three turns at 11th level, and two turns 17th level.
Silent Sigil
Classes
: Cleric, Druid, Warlock, Wizard
School: Abjuration Cantrip
Casting Time: 1 Action, then 1 Reaction
Range: Touch, then 30ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: You create a sigil that protects those around you if you will it. You touch a creature, using an action, and place an invisible, intangible sigil on their body. For the next hour, as long as you concentrate and the creature is within 30ft. of you, you can reduce the damage that this creature takes, using a reaction, by an amount equal to your proficiency modifier. If multiple creatures are hurt by the same effect, hazard or Spell, while you have more than one creature marked at higher levels, you can use your reaction to reduce the damage for all marked creatures.   The amount of creatures you can mark, using the concentration from the first creature, increases to 2 when you reach 5th level, 3 at 11th level, and 4 at 17th level.
Smolder
Classes
: Druid, Sorcerer, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: Touch or 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged and Touch Attack
Description: By infusing your hands with elemental force, you superheat them with the energy flowing outwards. You make a ranged or touch attack with your hand as you let the hear travel to a creature within range. On a hit, the creature takes 1d8 fire damage and becomes dazed until the end of their next turn, as the pain is instilled in their mind.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sprinkle of Hope
Classes: Cleric, Druid
School: Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Target: -
Components: V, S
Concentration: No
Duration: 1 Round
Output: Spellcard
Description: Through your hopes and prayers alone, gods or spirits reward your efforts with the most hopeful of defenses. You touch a creature, using an action, increasing its AC by 1 until your next turn.   The amount of AC the creature gains increases to 2 when you reach 5th level, 3 at 11th level, and 4 at 17th level.
Suppress
Classes: Druid, Wizard
School: Transmutation Cantrip
Casting Time: 1 Action
Range: A point within 30ft., 5ft. radius
Target: -
Components: V, S, M(a bird's feather)
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: You create a strong gravitational field , grounding creatures in its field. Choose a point within range, a creature in its centre has to make a Strength saving throw or fall prone. In addition, the area in a 5ft. radius around the point becomes difficult terrain and a prone creature inside the field has a movement speed of 5ft. and can't stand up, unless it leaves the area of effect. The radius of this Spell increases to 10ft. at 5th level, 15ft. at 11th level, and 20ft. 17th level.
Ventriloquism
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: Enchantment Cantrip
Casting Time: 1 Hour
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or cast again
Output: Spellcard
Description: You want to make the world a more fun place, by throwing your voice around magically or even get a voice in the first place by placing an enchantment on an object. Over the course of an hour, you enchant an object where one part of it can be visible perceived as a mouth, like a doll, puppet, figurine, etc. and make it magical. As long as this object is within 5ft. of you, you can project your voice through it instead of your own body. You can do so even if you are naturally mute or silenced by an effect, allowing you to cast Spells requiring Verbal components.   The range from which the enchanted object can be used to speak increases at higher levels. 10ft. at 5th level, 30ft. at 11th level, and 90ft. at 17th level.
Zap
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spell Description
Description: You fire an incredibly fast lightning projectile at a creature within range, making a Ranged Spell Attack. On a hit, you deal lightning damage equal to 1d8 + your Spellcasting modifier. In addition, this Spell's projectile, hit or miss, can't be countered, deflected, dispelled and it doesn't reveal your position if you do it out of a Stealth.   This Spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level 1   Crackling Jolt
Classes: Druid, Sorcerer, Warlock, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: You release a crackling streak of lightning towards a creature within range, making it unable to react. Make a Ranged Spell attack against the target. On a hit, the target takes 2d8 lightning damage and become dazed until the end 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 for each slot level above 1st.
Detect Red and Rot
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Divider
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: 100ft., 15ft. high or 15ft. wide
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By making a slicing motion with any of your body parts, you create a strong wind able to cut through most surfaces. During the motion, you decide if you want to send out a 15ft. high air slash that has a 90° angle to the ground, or 15ft. wide air slash that runs parallel to the ground for 100ft. Regardless of the choice, each creature on the path of the air slash has to make a Dexterity saving throw or take 2d10 slashing damage.   At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the slashing damage increases by 1d10 or its height/width increases by an additional 60ft. for each slot level above 1st.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Hydrospray
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
School: 1st level Conjuration
Casting Time: 1 Action
Range: 60ft. or 15ft. cone
Target: -
Components: S, M(a funnel)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack or Spellcard
Description: By conjuring up a decent amount of water from your hands, you can decide its intensity at which it is released from your hands, for an either presice shot or more moderate spread, as stated in the options below.
Focused. You make a Ranged Spell attack against a creature within 60ft. of you, dealing piercing damage equal to 2d8 + your Spellcasting modifier and apply one level of bleed.
Scattered. Each creature in a 15ft. cone originating from you has to make a Dexterity saving throw or take 2d8 slashing damage and become soaked, or half as much damage and not soaked on a success.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Leafarang
Classes: Druid, Ranger
School: 1st level Transmutation
Casting Time: 1 Action
Range: Outer edge of a 30ft. cone
Target: -
Components: S, M(a leaf)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You magically enhance a leaf, making it grow and become razorsharp to strike a curved line at the end of a 30ft. cone. Each creature along that line has to make a Dexterity saving throw or take 2d10 slashing damage.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Mood Setter
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: The most important thing in the morning, or life in general, is choosing in which mood you wish to approach the day with, and the weather can be a massive factor in that decision. You target up to three creatures within range and either choose to summon a Rainy or Sunny Day, which have different effects.
Rainy Day. The chosen creature gains a raincloud above their head, which follows them and applies the soaked condition periodically.
Sunny Day. The chosen creature gains a tiny replica of the suns above their head, which follow them and give them resistance to cold damage.   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.
Outburst
Classes: Druid, Ranger, Warlock, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: Self, 10ft. radius originating from you
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Through violation of ones own bone structure, you rapture your body exposing sharpened bone fractures. Each creature within 10ft. of you has to make a Dexterity saving throw or take 3d8 piercing damage and have their movement speed halved until the end of your next turn. A non-undead creature casting this Spell takes 1d6 unresisted necrotic damage.   At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st, and the necrotic damage increases each two slot level above 1st.
Plague of Decay
Classes: Druid, Ranger, Warlock, Wizard
School: 1st level Necromancy
Casting Time: 1 Action
Range: Self, 30ft. cone
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You release a horrid swarm of insectoids from your mouth towards creatures within a 30ft. infront of you. Each creature in the cone has to make a Constitution saving throw or be infected by the insectoids. Each infected creature takes 1d8 necrotic damage at the start of its turn. If a creature is infected for the entire duration of the Spell, it gains this Spell's corresponding disease.   Disease: Withering Inside. After finishing a long rest, the diseased creature has to make a Constitution saving throw. On a failure, on of its organs begins to malfunction. If more than five organs begin to malfunction, the creature dies, as it decays from the inside out.
Primer Stones
Classes: Cleric, Druid, Sorcerer, Wizard
School: 1st level Abjuration
Casting Time: 1 hour
Range: Touch
Target: A stone with a smooth surface
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Primer stones were once used to figure out the magical potential of children, and their magical specialty. You infuse a smooth stone surface with the rune of one of the schools of magic, excluding bloodmagic, over the course of an hour(can be done during a short rest with all the benefits). Besides the carving, you need to cast any kind of Cantrip or Spell, or be the target of a Cantrip or Spell, that fits that school of magic to prime the stone. Depending on the school of magic, it has different effects once primed, which are listed below. You can only create one primer stone per Spell level.
Abjuration. A creature can use its reaction to gain 1d8 temporary hit points.
Conjuration. A creature can use its reaction to teleport 30ft. to an unoccupied spot.
Divination. A creature can use its reaction to gain advantage on their next attack.
Enchantment. A creature can use its reaction to gain advantage on a saving throw that applies a condition.
Evocation. A creature can use its reaction to deal 1d8 additional damage with a Spell or Weapon attack.
Illusion. A creature can use its reaction to make the next attack miss if it is the target.
Necromancy. A creature can use its reaction to restore 1d8 hit points.
Transmutation. A creature can use its reaction to gain +2 until the start of its next turn, similiar to the Spell shield.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can etch an additional rune into the primer stone for each slot above 1st, which will only get primed if you fulfill both school of magic conditions.
Rust Metal
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action or Reaction
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, one minute
Output: Spellcard
Description: Through the creation of a small time pocket, you can wilt and wither away non magical metal. You touch an armor, shield or weapon made of metal, making a melee touch attack. If you hit, you reduce the AC of the armor or shield by 1 or reduce the damage done by a weapon by 1 for the next minute. You can also use your reaction to make the melee touch attack if a creature comes within range of you and fulfills the criteria above.   At Higher Levels: When you cast this spell using a Spell slot of 2nd level or higher, the reduction increases by 1 for every three slot levels above 1st. In addition, when you cast this Spell at 5th level, you can target magical armor and when you cast this Spell at 9th level and reduce the armor given or reduce the damage by equal or more to the weapon's damage die, the armor, shield or weapon is destroyed and turned to dust.
Spirit Marker
Classes: Cleric, Druid
School: 1st level Abjuration
Casting Time: 1 action
Range: Touch
Target: An unworn, uncarried object
Components: S
Concentration: No
Duration: Until dispelled or replaced
Output: Spellcard
Description: This technique was used to find markers and paths laid out by those that live in dangerous and especially wild areas, where getting lost can get you killed. You kindly ask a spirit in the area to hold a message for you, which it will convey to other creatures that you designate, by targeting a stationary object. You speak a 5 word message, which it will speak out loudly with a whispy voice to creatures you designate. The designation can be something as simple as: "say the message to all halflings that cross this tree", or as complicated as: "say the message when the human Julia, wearing a red dress, passes by this tree". The marker will remain here until dispelled or is replaced. You can have a number of spirit markers active equal to your Spellcasting ability and replace the oldest one, when you go over your maximum.
Stalwart Spirit
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 1st level Enchantment
Casting Time: 1 Action
Range: Self, Touch at higher levels
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You pull magical spirits with an unwavering resolve from the Veil between worlds to aid you. You are immune to the prone condition, immediatly stand up as part of casting this Spell, your movement speed can't be reduced and you can't be pulled or pushed in any direction. In addition, you can move toward a creature you are frightened off, but still have disadvantage on attacks if you can perceive it.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature within touch range for each Spell slot above 1st.
Tick Tock Rock
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: Earth terrain within 5ft., 120ft. line
Target: -
Components: S
Concentration: No
Duration: Instantaneous, until the end of you next turn
Output: Spellcard
Description: Through sheer will you rupture a chunk of earth within 5ft. of you into the air, compressing it and fixating it in time. You either release the pressure of the stone immediatly or at the end of your next turn in a chosen 120ft. direction. Using a bonus action, only after the initial cast, you can make a weapon attack that deals bludgeoning damage against the chunk, increasing its damage by an additional 1d12 for each 10 reached in your attack. Other creatures may attack the chunk aswell, creating the same effect. The object then flies in a straight line up to 120ft. in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d12 bludgeoning damage.
Vengeful Spirit
Classes: Cleric, Druid, Warlock, Wizard
School: 1st level Conjuration
Casting Time: 1 Action
Range: 30ft. line, 5ft. wide
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You summon a lost spirit by manifesting it into the material plane by focusing your own energy into it. You choose a line that is 30ft. long and 5ft. wide, the spirit will travel in that direction. Each creature in the line has to make a Dexterity saving throw or take 2d10 cold damage and become frightened of you, until the end of your turn.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places.   A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Level 2   Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
A Stone's Throw Away
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: 2nd Level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to 10 minutes.
Output: Spellcard
Description: It is always good to plan ahead, whenever you encounter a dangerous situation. Using an action, you mark a number of stones equal to your Spellcasting modifier with a teleportation rune, which lasts for 10 minutes. Any time during those ten minutes, you or any other creature that has these stones can use their action to throw them in a direction of their choosing, whereupon the stone will fly for a calculated amount of time before landing and teleporting the creature that threw the stone to that location, dispelling the rune. The maximum distance thrown is calculated using the creature's Strength modifier(minimum of 1) x 15ft., and the creature can decide within the maximum distance where it wishes for it to land. The maximum number of rounds it takes for it to land is equal to the creature's Intelligence modifier(minimum of 1), and the creature can choose within the maximum number of rounds when it wishes for the stone to land. The thrown stone regards any surface as the landing area, and will arrive within the designated amount of rounds at the start of the creature's turn that threw it.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
Enemy Within
Classes: Druid, Ranger, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: 30ft.
Target: Living or Undead creature
Components: V, S, M(straw effigy)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Messing with someone else's body is a dangerous craft, especially if they are still alive. You manipulate the skeleton inside a creature within range, twisting it violently as an action, forcing the creature to make a Strength saving throw or take 4d6 bludgeoning damage and become dazed, taking only half the damage on a success and not becoming dazed. If you use this Spell on an undead creature, it has to make the same saving throw, but instead of taking damage, it uses its reaction to move its full movement speed and make an attack against a creature of your choice within the range of its weapon, including itself.   At Higher Levels. For each Spell slot above 2nd, the damage increases by 1d6.
Leech Therapy
Classes: Druid, Ranger
School: 2nd level Conjuration
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, M (vial of blood)
Concentration: No
Duration: Up to one minute
Output: Melee Touch Attack
Description: In ancient times these creatures were used to cure many diseases, sadly they inflicted more damaging things upon the victim, than good ones. You summon 1d4 + your Spellcasting ability leeches on a willing target, which either remove all poison and diseases, or the targeted creature can offer one hit die, which it takes as unresisted necrotic damage. The leeches store either the hit die or the poison/disease inside of their body. Any friendly creature, chosen by you, can pick them up and use a touch attack to strike a creature with them, applying the poison/disease or healing them for half of the damage taken from the hit die.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the amount of hit dice increases by 1 for each slot level above 2nd.
Plague of Hunger
Classes: Druid, Ranger, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Self, 10ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You drain the life force from creatures within a 10ft. radius around you. Each creature in the radius has to make a Constitution saving throw have part of their life force taken. Each affected creature gains one level of exhaustion and you remove one level of exhaustion for each failure. At the start of an affected creature's turn, they have to repeat the saving throw and gain another level of exhaustion if they fail, or remove one level if they succeed. A creature can't go above the third level of exhaustion, but keeps all level of exhaustion if the Spell lasts for the entire duration, and gains this plague's corresponding disease. The caster regains all level of exhaustion if the Spell does not last its entire duration.   Disease: Hypothyroidism. After finishing a long rest, you no longer remove a level of exhaustion. You can only remove one level of exhaustion after seven days of successful long rests.
Scatterstones
Classes: Druid, Ranger, Sorcerer, Wizard
School: 2nd level Evocation
Casting Time: 1 Action
Range: 30ft. cone
Target: Ground with dirt, earth or stone
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Through the destruction of the immediate surroundings infront of you, you conjure up a massive wave of earth and stones. Creatures within the cone have to make a Dexterity saving throw or take 4d6 piercing damage and suffer one level of bleed until the end of their next turn. On a success the creatures take only half damage and do not bleed.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, you deal an additional 1d6 damage and apply one more level of bleed for each slot above 2nd.
Vicky's Flourishing Flash
Classes: All
School: 2nd Level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S, M (a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: In love and war, all tactics, be it deviousness or brilliant, can be a great strategy, especially if you know how to use the element of surprise to your advantage. Whenever you are the target of an attack, using your reaction, you can make all of your clothing see-through, appearing naked in the space and halting the attack for a brief moment, allowing you to make your own melee weapon attack with advantage as part of the Spell. If you hit with this attack, you deal an additional 1d10 force damage and the creature has disadvantage on the attack it made against you, as you slowed down its assault on you, or make the attack go to waste if it dies. Hit or miss, your clothing becomes visible again after the opposing creature's attack.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Waterblades
Classes: Druid, Ranger, Sorcerer, Wizard
School: 2nd level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Target: -
Components: S, M(a waterskin or any other kind of water source)
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee or Ranged Spell Attack
Description: Through the manipulation of water, you conjure up two blades made entirely of water in your hands. These watery blades last until the Spell ends or until you run out of water, as you can manifest new blades using a bonus action. They count as a simple melee weapon with which you are proficient. They deal 1d10 slashing damage on a hit and have the Finesse, Light, and Thrown Properties (range 20/60). If you landed two attacks with your blades during a turn, using your reaction, you can make an additional attack with these blades.   At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, you conjure an additional blade for each slot level above 2nd.
Level 3   Asphixiate
Classes: Druid, Sorcerer, Warlock, Wizard
School: 3rd level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: A creature that requires air to live
Components: S
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By manipulating the air within the lungs of a creature, that requires it to live, you can make it choke and suffer. You target a creature within range, forcing it to make a Constitution saving throw or start suffocating. A suffocating creature can't concentrate on any Spells or similar magical effects, it gains the silenced condition, its movement speed is halved and it fall unconscious after a number of rounds equal to its Constitution modifier + 1 if it is unable to breath in some air.
Blend In
Classes: Druid, Wizard
School: 3rd level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Many Wizards accidentally use this Spell in moments of distress or panic, but it can be a useful tool to become partially inconceiveable. Whenever needed, you can surround yourself with something that looks and feels like the environment around you, as the Spell will try to make you fit into any given location, but it can't change your physical dimensions. Only creatures that have not seen you cast this Spell are affected by it, whilst others are aware of your disguise.   At Higher Levels. When you cast this Spell using a Spell slot of 5th or 6th level, you can maintain your concentration on the Spell for up to 1 hour. When you use a Spell slot of 8th level or higher, you can maintain your concentration on the Spell for up to 8 hours.
Collect
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock, Wizard
School: 3rd level Abjuration
Casting Time: 8 Hours
Range: Self, Touch
Target: A non-consumable magical object of at least Common rarity.
Components: S, M(a golden key worth 5 gold, which the Spell consumed)
Concentration: No
Duration: Until object is found and removed from its hiding place.
Output: Spellcard
Description: By the name of Kulm, it shall never be found again. Over the course of 8 hours, you attempt to magically hide away a magical object that only you possess and have ownership of. If there is any dispute over who owns it, as long as these creatures have branded, cursed, marked or simply seen and found it wanting, then the dispute must be dealt with first, before it can be target of this Spell. If there is no dispute, you magically seal the object away in such a way, that you have access too, like a vault behind a waterfall, a hidden trap door in an abandoned village, and so on. Once hidden, you gain benefits equal to the objects rarity, as seen below, but if at any point someone discovers the object and undoes your Spell, you loose the benefits, but are made aware of what object has been discovered.   Common. After you finish a long rest, you gain temporary hit points equal to each Common object hidden away.
Uncommon. After you finish a short or long rest, you add an amount equal to each Uncommon object hidden away to the first Skill check you make.
Rare. You increase your maximum hit points by an amount equal to each Rare object hidden away.
Very Rare. You increase your AC by an amount equal to each Very Rare object hidden away, as long as you are not wearing any armor or a shield.
Legendary. You gain a +1 to each of your saving throws for each Legendary object hidden away.
Artifact. You gain a unique effect depending on the kind of Artifact object that has been hidden away.
Unique. You gain a unique effect depending on the kind of Unique object that has been hidden away.
Daybreak
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 3rd level Evocation
Casting Time: 1 Action
Range: 30ft. radius centered on Self
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You close your eyes, imagining the brightest light known to Venhum, the giant sun known Seraph, becoming a catalyst for its light. Light erupts from you in a 30ft. radius, forcing each creature that can see the light to make a Dexterity saving throw. On a failure the creature is blinded until the end of your next turn and takes 2d8 fire and 2d8 radiant damage.   At Higher Levels. When you cast this spell using a Spell slot of 4th level or higher, the fire and radiant damage increase by 1d8 each for each slot level above 3rd.
Escalating Snowball
Classes: Bard, Druid, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft. x Strength modifier long and 5ft. x every 15ft. traveled wide(minimum of 5ft.) line, and an additional 10ft. length for each 5ft. of angled elevation
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Its just a harmless snowball, right? You send out a snowball that gets increasingly bigger the longer it travels. Each creature in the snowball's path has to make a Dexterity saving throw or take 5d4 cold damage, or half as much on a success. For each 10ft. travelled beyond the first 15ft. the snowball will deal an additional 2d4 bludgeoning damage, and after reaching at least a width of 10ft., it will sweep away small or tiny creatures that failed their Dexterity saving throw and take them along its path, medium creatures once it has a width of 15ft. and even large creatures if it has a width of 20ft. Creatures that are swept away by the snowball are freed once the snowball stops. The snowball stops once its travel distance is traversed, it travels along the ground and even uphill, but doesn't get additional acceleration besides its initial starting position, and stops immediately at objects larger than it or a wall.
Flesh to Bone
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft., 5ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: You summon a strong localized sandstorm on a point within range that you can see, forcing a Dexterity saving throw from each creature in a 5ft. radius originating from the sandstorm, as it tries to strip their flesh from their bodies. On a failure, the creature takes 4d4 slashing damage or 8d4 slashing damage if it wears nothing protective like armor or a carapace, and it becomes vulnerable to the next acid, cold, fire, necrotic or poison damage it takes. When a creature enters the Spell's area for the first time on a turn or starts its turn there, it has to make the Dexterity saving throw aswell. You can use an action to move the sandstorm up to 60ft.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage of both instances increases by 1d4 for each slot level above 3rd.
Fortified Body
Classes: Bard, Cleric, Druid, Wizard
School: 3rd level Abjuration
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V
Concentration: Yes
Duration: Up to an hour
Output: Spellcard
Description: For the duration, you or one willing creature you can see within range has resistance to rot damage, as well as advantage on Constitution, Dexterity and Strength saving throws.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Leech Life
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By leeching the blood of nearby creatures, you can restore some of your own vitality. Using an action, each bleeding creature within range immediately rolls their bleed damage, but only takes half of the damage itself. You restore hit points equal to the total damage taken among all bleeding creatures within range.
Plague of Conflict
Classes: Druid, Ranger, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: Self, 15ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You let out a horrible battlecry that drills itself into the minds of every creature within a 15ft. radius around you, making a Wisdom saving throw. Each affected creature gains one enters a rage, similiar to the Barbarian Class feature, and have to attack the nearest creature. At the end of a raging creature's turn, they can repeat the saving throw. If the Spell lasts for the entire duration, it gains this plague's corresponding disease.   Disease: Explosive Disorder. You have to attack a creature at least once, whenever they disagree with you or do something that normally enrages or even annoys you.
Secret Stinger
Classes: Bard, Druid, Ranger, Sorcerer, Warlock
School: 3rd level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: M(dead scorpion)
Concentration: Yes
Duration: Up to one hour
Output: Spellcard, Melee Spell Attack
Description: A massive stinger akin to a scorpion's stinger grows from your tailbone. The stinger is a finesse weapon with reach, dealing 1d12 piercing damage on a hit, using either your Dexterity or Strength to attack. You can use your bonus action to attack with the stinger and if you hit a creature with the stinger, it has to make a Constitution saving throw or take additional 3d12 poison damage.
Set in Stone
Classes: Cleric, Druid, Wizard
School: 3rd level Divination
Casting Time: 1 Hour, 1 Action
Range: Touch, 60ft.
Target: -
Components: V, S, M(an empty stone tablet)
Concentration: No
Duration: Until dispelled or replaced
Output: Spellcard
Description: The ability to foresee a future that is still in the making is an incredibly feat, though many say that those that see such futures bestow them upon their enemies. You touch an empty stone tablet, which you imbue with one of the futures written below over the course of an hour. Once imbued, this tablet can't be used anymore for the same Spell again and looses its magic if it is dispelled or you create another tablet with this Spell. You can only have one creature's future be set in stone at any given time.
Clumsiness. You bestow clumsiness onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all Ability and Skill checks of an Ability score of your choice for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Hysteria. You bestow hysteria onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or can't concentrate on any Spells or similiar effects that require concentration for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Misfortune. You bestow misfortune onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all saving throws of an Ability score of your choice for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Weakness. You bestow weakness onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all attacks that use either Strength or Dexterity, your choice, for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Short Circuit
Classes: All Spellcasting Classes
School: 3rd level Evocation
Casting Time: 1 Action
Range: Self, Touch, 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: An electrical current that surges through towards other creatures within range. You make a simultaneous touch attack for each of your hands to every creature within range, dealing 4d10 lightning damage on a hit. If they are connected to another creature with metal, mist, water or through touch, this lightning damage continues to these creatures aswell, as long as the original target is no further than 120ft. away from these additional creatures.
Spiraling Vortex
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft. radius
Target: -
Components: V, S, M(a waterskin)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Directly from your waterskin you begin to conjure up a massive sea dragon made entirely out of water, that begins spiraling around you, striking anything that crosses its path. Each creature within a 60ft. radius centered on you, but only within every other 5ft. radius interval starting from you, has to make a Strength saving throw or take 3d10 bludgeoning damage, become soaked and be knocked prone, or half as much damage and not being knocked prone on a success.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Strike Balance
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock
School: 3rd level Divination
Casting Time: 1 Action
Range: Self-Centered, 30ft.-Radius
Target: -
Components: V
Concentration: No
Duration: Until there is only one creature under the Spell, or only allied creatures remain
Output: Spellcard
Description: By the name of Lawriana, no fortune will be twisted. Using an action, you and any willing creature can become target of this Spell. You and any creature that became a willing target of the Spell, now magically forces a hostile group to choose someone to forcefully become a target of the Spell. This repeats until you and every willing creature has resolved their choice. A creature under the effect of this Spell can't benefit from advantage or disadvantage in any way, including effects that reroll dice, which includes DM inspiration. Once there is only one creature with this Spell remaining or there are no more hostilities between the affected creatures, the Spell ends.
Tear the Veil
Classes: Death Cleric, Soulguide Druid, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 5ft.
Target: -
Components: S
Concentration: No
Duration: Up to 1 minute
Output: Melee Spell Attack
Description: As many a necromancer, you don't wanna do the work yourself and thus you summon other creatures to do your bidden, this is no different. You rupture a tear into the Veil, as long as your plane is connected to the Veil, and whenever a creature comes within 5ft. of the tear, willingly or not which does exclude you, the tear makes a Melee Spell Attack using your Spellcasting modifier for the attack. On a hit, the creature takes 3d10 necrotic damage and can't restore hit points until the start of its next turn. In addition, creatures leaving the tear trigger Opportunity Attacks from you, using the tear to attack them and your reaction.
Vicky's Tenderizing Tentacles
Classes: All
School: 3rd Level Conjuration
Casting Time: 1 Action
Range: Self, 15ft. Radius
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee Spell Attack
Description: Creatures from the Deep are usually denizens, that haven't seen the light of the two suns for quite a while, and can become quiet agitated when exposed to it or similar sources on different planes. From any location on your person that casts a shadow, an arm sleeve, the underside of the robes, etc., you summon three 15ft. long tentacles, that thrash around violently under your command. As part of casting the Spell and every turn after, using an action, you can attack three times with these tentacles, dealing bludgeoning damage equal to 1d10 + your Spellcasting modifier, or automatically grapple a creature using all three of the tentacles, or restrain it if you use six tentacles. A grappled or restrained creature can't concentrate on any Spells or similar magical effects, as it becomes hard to concentrate being wrapped in these tentacles. You have to use your action each turn to continue the grapple and the tentacles can't attack during that time. A grappled or restrained creature can use an Athletics skill check against your Spellcasting DC to escape the grasp.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the amount of summoned tentacles increases by 3 for every two slot levels above 3rd.
Vilebloom
Classes
: Druid, Ranger, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft., 60ft.
Target: -
Components: V, M(a seed drenched in acid)
Concentration: Yes
Duration: Up to 1 minute
Output: Ranged Attack
Description: Through precise magical workings, you summon a vile animated plant container of six loads of acid within 5ft. of you. When you cast the Spell—and as a bonus action on each of your turns thereafter—you can expend one or all loads of acid, spitting them from the container to a point within 60ft. of you and move the container up to 30ft. in any direction. Once the acid reaches its destination, it splashes in a 5ft.-radius centered around the chosen point. Each creature on the point and inside the radius has to make a Dexterity saving throw or take 2d4 acid damage, or half as much on a successful save. Regardless if the acid deals any damage, the ground around the impact becomes difficult terrain, as the acid burns through it and disrupts its integrity.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the number of acid loads created increases by two for each slot level above 3rd.
Level 4   Dehydrate
Classes: Cleric, Druid, Warlock, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature requiring some kind of liquid to live
Components: S, M(a dried fruit)
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: You drain any kind of liquid from a creature, leaving them dry and dehydrated. You make a Melee Spell attack against a creature within range, dealing 4d8 necrotic damage, removing the soaked condition and giving it two levels of exhaustion. A dehydrated creature can't be targeted by this Spell again, as long as it has two levels of exhaustion from this Spell. One level of exhaustion of this Spell can be removed by becoming soaked, immediatly ending the soaked condition.
Dreadful Spirit
Classes: Cleric, Druid, Warlock, Wizard
School: 4th level Conjuration
Casting Time: 1 Action
Range: 120ft. line, 10ft. wide
Target: -
Components: V, S, M (an unused hit die, which the Spell consumes)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: A horrid Spell that conjures nothing but grief. You summon a dreadful spirit by manifesting it into the material plane by focusing your energy into it, whilst tapping into its or your own grief and regret. You choose a line that is 120ft. long and 10ft. wide, the spirit will travel in that direction. Each creature within the line has to make a Dexterity saving throw, or take 4d10 cold damage and burn with blue flames taking additional 1d8 necrotic damage at the start of each of its turns. On a success it takes half the cold damage and does not burn. The flames last for 1 minute, or until dispelled with a dispel magic Spell of equal level.   At Higher Levels. When you cast this Spell using a Spell slot of 5th level or higher, the amount of cold damage increases by 1d10 for each slot above 4th.
Frigid Lance
Classes: Druid, Ranger, Warlock
School: 4th level Evocation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: A more crude form of Spellcasting at such a high circle, but whatever gets the job done, even if its just a big icicle. You make a Ranged Spell Attack against a creature within range, dealing cold damage equal to 4d12 + your Spellcasting modifier on a hit. If the hit creature's movement speed was reduced in any way, excluding this Spell, it also becomes frozen until the end of your next turn. At Higher Levels. When you cast this Spell using a Spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Invigorate
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 4th level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You infuse a creature with vim and vigor, so it can continue on fighting! The creature you touch removes all levels of bleed, one level of exhaustion, as well as the dazed, frozen and stunned condition. In addition, if the creature lost or used its reaction prior, it regains its use of this reaction until the start of its next turn.
Make Do
Classes: All Spellcasting Classes
School: 4th level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: M (gold equal to the material cost of another Spell + 50%)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Sometimes you are rich, but have completely forgotten to buy the essential items you require, or you didn't reach the city yet to restock them. Worry not! With this Spell all is possible...if you pay some additional coin. You can create any material component of a Spell that is equal to or lower Spell level than the Spell level this one has been cast at, as long as you provide gold equal to 150% of the gold cost of the required material component. Once the gold has been accepted, the required component is summoned to to your side.
Plague of Death
Classes: Druid, Ranger, Warlock, Wizard
School: 4th level Necromancy
Casting Time: 1 Action
Range: Self, 60ft. cone
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You release a cloud of death from your mouth towards creatures within a 60ft. infront of you. Each creature in the cone has to make a Constitution saving throw or be infected by the toxic cloud. Each affected creature takes 3d8 unmitigated damage at the start of its turn. If a creature is infected for the entire duration of the Spell, it gains this Spell's corresponding disease.   Disease: Death's Grasp. A creature with this disease is reduced to 0 hit points and remains at 0 hit points, as it can't be healed in any way, except for a wish Spell.
Share the Love
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 4th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No.
Duration: Varies.
Output: Spellcard
Description: By the name of Carabella, you share the beneficial boons and Spells with a creature within range. Using an action, you touch a willing creature within range and share all beneficial temporary effects, magical or not, that are of lower Power and Spell level than the level at which this Spell was cast. The duration for effects shared this way are the same as they are for you, and if one of these effects requires concentration, this concentration is still being upheld by the original caster, but this does not mean if your instance of the magic is dispelled, that it will be dispelled for the creature you shared it with.
Two-Faced Markings
Classes: Bard, Cleric, Druid, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: 1 Minute
Output: Spellcard
Description: By the name of Venakir, you are beast and man, monster and aberration. Using an action, you target a creature within range, it has to make a Charisma saving throw or be marked by the Two-Faced Deer. Once it is marked, you can declare a Creature Type, which the marked creature gains alongside its other Creature Types for the duration of the Spell. If you choose the same type that it is already, nothing happens. As part of casting the Spell, you can attempt a free Cunning Skill check to determine the creature's original type only.   At Higher Level. When you cast this Spell using a Spell slot of 5th level or higher, you can target an additional creature for each slot level above 1st.
Windcutter
Classes: Druid, Ranger, Sorcerer, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With enough magic you can cut through the air creating precise and powerful slashes of distorted air. You make four Ranged Spell attacks against creatures within range, you can't target the same creature twice, and deal slashing damage equal to 3d10 + your Spellcasting modifier.   At Higher Levels: When you cast this Spell using a Spell slot of 5th level or higher, you gain one additional attack for each slot level above 1st.
Level 5   Air of Stillness
Classes: Druid, Sorcerer, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: 60ft., 15ft. radius around point
Target: A point within range
Components: V, M(a snowglobe)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Briefly, you can stop all motion within a specific area. Choose a point within range, each creature within it has to make a Strength saving throw or become pinned. Successful or not, creatures begin to suffocate within the radius as air can't be inhaled or exhaled. Every projectile released within or entering from the outside is frozen in time and keeping their original velocity, including magical projectiles, not pinned creatures entering ending their turn within the radius have to make the saving throw. A pinned creature can repeat its saving throw at the end of its turn, except when it failed it already during its turn.
Condense Air
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Touch, 30ft. radius centered on self
Target: -
Components: S
Concentration: No
Duration: Up to one minute
Output: Melee Spell Attack
Description: By gathering the nearby air around you and forcefully condensing it into a small high pressured orb, you create a dangerous weapon. You manifest an orb of condensed pressured air, using an action, that can last for a minute or whenever you use one of its two functions, listed below
Release. You release the condensed air in a 30ft. radius centered on yourself, forcing each creature within range to make a Strength saving throw or be pushed back 30ft. away from you and be knocked prone. On a success the creatures are still pushed 10ft., but are not knocked prone.
Send Off. You make a Melee Spell attack against a creature within range, pushing it 120ft. away from you. In addition, the creature breaks any object on its path that isn't made of solid metal, anything of equal hardness or two size catergories larger than the creature itself, taking damage equal to a number of D6s for each 10ft. pushed on each impact against a creature or object. If the creature hits another creature on its path, this new creature has to make a Dexterity saving throw against your DC or take the same damage as the pushed creature would impacting against anything.
Diamond Dust
Classes: Druid, Ranger, Warlock, Wizard
School: 5th level Conjuration
Casting Time: 1 Action
Range: 30ft. high, 30ft. wide and 60ft. long rectangle
Target: -
Components: S, M(diamond dust worth at least 25 gold mixed with snow, which the Spell consumes)
Concentration: No
Duration: Instantaneous, up to 10 minutes or until dispelled.
Output: Spellcard
Description: One of the Icelord Shiva's strongest Spells, used to immobilize any foe. Starting from 30ft. behind you, particles of pure ice begin to form with a 30ft. width aligned with your body, rising up to 30ft. high, using an action, you send this diamond dust 60ft. forward past yourself, covering a rectangular area. Each chosen creature within range has to make a Dexterity saving throw or become frozen. Once a creature has been frozen within the area, it has to make a Constitution saving throw at the start of their turn or become frozen again as long as it remains within the rectangle, even if the ice was broken prior. Creatures frozen by other effects or Spells have to make the Constitution saving throw as well.   At Higher Levels. When you cast this Spell using a Spell slot of 6th level or higher, the width and height increase by 10ft. and the length by 20ft. for each slot level above 5th.
Deconstruct
Classes: Druid, Sorcerer, Warlock, Wizard
School: 5th level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones
Components: S, M(a jar of termites)
Concentration: Yes
Duration: One round
Output: Spellcard
Description: The frailty of all bone based creature is revealed to you, as you deconstruct its very nature. You target a creature within range, using an action, it has to make a Constitution saving throw of become vulnerable to bludgeoning, piercing and slashing damage, including creatures with immunity, and gain disadvange on all Strength checks and saving throws, until the end of your next turn
Ebb and Flow of Life
Classes: Cleric, Druid, Warlock
School: 5th level Necromancy
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Dictating the flow of life is important in a fight with multiple enemies. Using an action, you can designate up to 6 hostile creatures within range that become unable to restore hit points until the start of your next turn, as well as up to 6 allied creatures within range that gain an additional die of healing from all sources until the start of your next turn. At the start of every of your turns, the designated effects swap sides.
Oceanic Guardian
Classes: Druid, Ranger
School: 5th level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You call forth the natural forces of the oceans and seas, becoming their protector and representative, gaining one of two forms: Lethal Protector or Spring of Life.
Lethal Protector. Your shape becomes that of a landshark with shark teeth, bladed fins and extraordinary senses underwater, gaining the following features:
  • You gain a swimming speed equal to your walking speed.
  • You gain bloodsense and darkvision with a range of 120 feet.
  • You make Dexterity- and Strength-based attack rolls with advantage.
  • Your melee weapon attacks apply two level of bleed.

  • Spring of Life. You wash away your former physical form, becoming a more abstract shape made entirely of water, gaining the following features:
  • You gain a swimming speed equal to your walking speed.
  • You and friendly creatures within 30ft. of you regain a number of hit points equal to twice your Spellcasting modifier(minimum of 1) at the start of their turn.
  • You gain resistance to bludgeoning, cold, piercing and slashing damage.
  • While you are on the ground or water, the area within 60 feet of you is difficult terrain for your enemies.

  • Plague of Defilement
    Classes: Druid, Ranger, Warlock, Wizard
    School: 5th level Necromancy
    Casting Time: 24 hours
    Range: Self, 500ft. radius
    Target: Area or Structure
    Components: V, S, M(a conserved head of a mummy, which the Spell consumes)
    Concentration: No
    Duration: Until a hallow Spell is used to consecrate the area again
    Output: Spellcard
    Description: One of the five plague spells, that can inflict targets with horrible diseases. You defile a specific area or structure during a horrible ritual. Creatures within the area have disadvantage against all effects and Spells that apply death, disease or poison. In addition, each of these effects can't be cleansed, dispelled and dead creatures can't be resurrected in any way, unless they are turned into undead, like using the create undead Spell. A creature finishing a long rest in the area or structure, has to make a Constitution saving throw or become diseased with this Spell's corresponding one.   Disease: Defiler's Touch. A creature with this disease rots all food, spoils all water and kills every plant within 10ft. of it. After 15 days, the creature is considered no longer humanoid, but instead is considered an undead, and after 30 days, the creature finally dies, being unable to be resurrected in any way.
    Sanguine Burst
    Classes: Druid, Paladin, Ranger, Sorcerer, Warlock
    School: 5th level Necromancy
    Casting Time: 1 Action
    Range: 30ft. radius, self
    Target: Creatures with blood and bleeding
    Components: V
    Concentration: No
    Duration: Instantaneous
    Output: Spellcard
    Description: By calling upon the blood and the name of Sanguine, you make creatures in the vicinity bleed out faster than they usually would. Any creature with any levels of bleed take their bleed damage immediatly, but instead of D4s in damage, they take D12s.   At Higher Levels. When you cast this Spell using a Spell slot of 6th level or higher, your range increases by 30ft for each slot level above 5th.
    Level 6   Burn away Impurities
    Classes: Cleric, Druid, Warlock
    School: 6th level Evocation
    Casting Time: 1 Action
    Range: Touch
    Target: -
    Components: S
    Concentration: No
    Duration: Instantaneous
    Output: Melee Spell Attack
    Description: You try to erase all the impurities of a creature by making a Melee Spell Attack. On a hit, the creature takes 10d4 acid damage, and all beneficial and detrimental effects are removed from the creature, including any conditions it might have had, excluding the transmuted condition.   At Higher Levels. When you cast this Spell using a Spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th.
    Suffocation Sphere
    Classes: Druid, Sorcerer, Warlock, Wizard
    School: 6th Level Transmutation
    Casting Time: 1 Action
    Range: 90ft.
    Target: -
    Components: V, S, M(an item that holds an interdimensional space worth at least 500 gold, like a bag of holding)
    Concentration: Yes
    Duration: Up to 1 minute
    Output: Spellcard
    Description: You conjure up a sphere of distorted air with a 10ft. radius at a point you can see within range. The sphere can hover but no more than 15ft. off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a success the creature is ejected in a direction of its choosing. A Gargantuan or larger creature succeeds on the saving throw automatically. On a failed save, a creature is suffocating inside the sphere and is engulfed by a vaccum. At the start of its turn, a suffocating creature takes 4d8 necrotic damage and can repeat the saving throw as an action to escape the sphere, ending the effect on itself on a success and being ejected out in a direction of the creature's choosing. Suffocating creatures can not speak, cast spells that require verbal components or concentrate on any spell. A creature becomes unconscious, if they are engulfed in the sphere a number of rounds equal to their Constitution modifier(a minimum of 1), but continue to take the damage each turn without waking up from it.   As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 15ft. above the ground. Any creature by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, any creature engulfed by the sphere is knocked prone in the space where it falls.   At Higher Levels. When you cast this Spell using a Spell slot of 7th level or higher, the radius increases by 5ft. for every Spell level above 6th.
    Temporary Vigor
    Classes: Bard, Cleric, Druid
    School: 6th level Enchantment
    Casting Time: 1 Action
    Range: 60ft.
    Target: -
    Components: S, M(a bottle of water or other energizing liquids)
    Concentration: No
    Duration: 8 hours or until dispelled.
    Output: Spellcard
    Description: By the name of Piper, hold on just a few more moments. Using an action, you target a willing creature within range. The targeted creature becomes immune to the effects of the levels of exhaustion for the duration, including death if it is gained during the duration of the Spell, not before. The levels of exhaustion are merely suppressed and are still present once the Spell ends.
    Level 7   Adapting Armor
    Classes: Druid, Sorcerer, Wizard
    School: 7th Level Abjuration
    Casting Time: 1 Action
    Range: Self
    Target: -
    Components: V, S
    Concentration: Yes
    Duration: Up to 10 minutes
    Output: Spellcard
    Description: A coat of protective, sentient armor begins to cover you, ignoring any other AC bonuses you have and replacing them with itself. Whenever you take damage from a hostile creature during any turn besides your own, your AC increases by 1, as the armor adapts to the incoming damage. This armor can adapt a number of times per turn equal to your Spellcasting modifier. Once you reach an AC of 30, you become immune to all damage until the end of the next turn of the creature that made it 30, reducing it by 10.
    Infallible
    Classes
    : Bard, Cleric, Druid
    School: 7th Level Abjuration
    Casting Time: 1 Action
    Range: Touch
    Target: -
    Components: V, S, M(a perfectly preserved fossil incased in amber worth 300g)
    Concentration: No
    Duration: Up to 1 hour
    Output: Spellcard
    Description: The perfect shield for mind, body and soul, usually only achievement by finding enlightenment. By touching a creature, using an action, you make them immune to all conditions, removing any lingering conditions, except the transmuted condition, and all harmful or positive Spells affecting it. During this time, the creature is unable to feel emotion or be effected by any other ability, effect or Spell besides this Spell, that has a duration longer than instantaneous.
    Overcharge
    Classes: Druid, Sorcerer, Warlock, Wizard
    School: 7th level Transmutation
    Casting Time: 1 Action
    Range: Self
    Target: -
    Components: S, M(some form of steroids)
    Concentration: No
    Duration: Instantaneous, up to 1 minute
    Output: Spellcard
    Description: Sometimes your Spellcasting capabilities aren't enough, and you have to use your physical prowess to end it...with a little magical boost. By magically enhancing drugs or similar substances and injecting them into one of your limbs. Your Strength becomes 40 and the chosen limb swells up massively, allowing you to make an unarmed attack with that limb, dealing 40 bludgeoning damage on a hit, doubling all damage modifiers that you apply to that attack. After a successful unarmed attack with the swollen limb, the magic instantly fades, shattering all your bones in that limb and making it unusable until someone casts the Spell regeneration on it, or you finish a long rest. The Spell lasts for 1 minute if you haven't hit a creature yet, and the 40 Strength only apply to activities that use that limb and its unarmed attacks.
    Righteous Storm
    Classes: Cleric, Druid, Warlock
    School: 7th Level Evocation
    Casting Time: 1 Action
    Range: 120ft.
    Target: -
    Components: V, S
    Concentration: Yes
    Duration: Up to 10 minutes
    Output: Spellcard
    Description: You conjure up a deadly storm, created by forces more powerful than you are or whatever you attempt to strike down. Choose a point within range, a glistening golden lightning bolt will impact in that point and everything within 15ft. of it, forcing each creature in the area to make a Dexterity saving throw, or take 3d10 lightning and 3d10 radiant damage, or half as much on a success. You can repeat this action, choosing the same or a different point within range, as long as you concentrate on this Spell.   At Higher Levels. When you cast this Spell using a Spell slot of 8th level or higher, the lighting and radiant damage both increase by an additional 1d10 for each Spell level above 7th.
    Trace and Track
    Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
    School: 7th level Conjuration
    Casting Time: 1 Minute
    Range: 30ft.
    Target: An area with recent relocation
    Components: V, S
    Concentration: Yes
    Duration: Up to 10 minutes
    Output: Spellcard
    Description: When your counterspell fails and the creature or villain is able to teleport away, avoiding your grasp, it becomes impossible to follow them...or does it? Whenever a Spell or other magical effect has relocated, teleported or otherwise displaced one creature or multiple creatures, using your action, you can begin to track down the creature's location as long as one minute has not passed after they have been relocated. After this Spell's casting time has concluded, you open a rift for the next 10 minutes that can be traversed by a number of creatures equal to the number of creatures relocated by the previous relocation effect, allowing you to follow them.
    Level 8   Cauldron of Nothing
    Classes: Druid, Sorcerer, Warlock, Wizard
    School: 8th level Transmutation
    Casting Time: 1 Action
    Range: 60ft. radius circle adjacent to you
    Target: -
    Components: V, S
    Concentration: Yes
    Duration: Up to 1 minute
    Output: Spellcard
    Description: The earth melts beneath your magical prowess. You a point in front of you, creating a 60ft. radius circle that turns the earth and stone beneath it into treacherous acid, which has the same depth as the radius of the circle at its center, creating an acid pool dome. Each creature inside the area has to make a Dexterity saving throw if there is an object nearby or sink 5ft. into the acid pool automatically. Objects that were originally standing on ground, begin to sink 5ft. per round and can be used to hold onto when making the Dexterity saving throw. A creature starting their turn in that acid takes 8d4 acid damage and becomes covered in acid. A creature covered in acid takes another 8d4 acid damage at the end of their turn and their AC is reduced by an amount equal to your Spellcasting modifier, unless they spend an action to remove it. Every 15ft. of movement spend inside the acid deals an additional 8d4 acid damage, and if no movement is spend inside the acid pit, a creature sinks 15ft. into it and starts suffocating. Once the Spell ends, all creatures and objects are ejected to a place where they used to be at various stages of corrosion. A creature covered in acid is still covered in acid even if the Spell ends.
    Forging the Future
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    School: 8th Level Divination
    Casting Time: 1 Action
    Range: 120ft.
    Target: -
    Components: V
    Concentration: No
    Duration: Until dispelled, or the divined effect occured
    Output: Spellcard
    Description: Some people capable of divination are often seen as frauds or fake mediums, but those that can make their own future are simply geniuses. You choose a creature within range and openly predict what will happen to it. The prediction can only come true if you made preparations for it to work. For example, you have laid out a pit trap in the next town over, and you predict that the chosen creature will fall into a pit trap, then it eventually will fall into the pit trap that you have set up before. Parts of the chosen creature's life will slightly bend to make this divination happen, but the time required for it to come true is unknown. In addition, whoever has witnessed your prediction and interferes with the prediction, like killing the chosen creature or removing your preperations, is haunted by bad luck for the next month.
    Precognition
    Classes: Druid, Wizard
    School: 8th Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: -
    Components: S
    Concentration: Yes
    Duration: Up to 1 hour
    Output: Spellcard
    Description: Seeing the future is always a dangerous practice and most of Chronurgy has been banned in the history of Venhum, but since this only involves the immediate future surrounding yourself, you may use this power to its fullest. After its casting and each turn after, whenever you finish your turn, you can reconsider your actions and undo everything you have done and redo your turn. Any damage sustained by you during the original turn remains, the dice rolled remain the same for you and other creatures if you do the same actions again, meaning if you have attacked with a longsword and then moved during your original turn, prompting an opportunity attack, but think you can move then attack to change the outcome, it won't, unless the attack is from a different weapon or Spell. Creatures are unaware of your ability to reset your turn and will act normally, as if you are doing it for the first time, but you have the knowledge of what is to come. You can only change your turn once with this Spell and this Spell does not effect your reactions outside of your own turn.
    The All-Cure
    Classes: Cleric, Druid
    School: 8th Level Abjuration
    Casting Time: 1 Action
    Range: Touch
    Target: -
    Components: S, M(a syringe filled with high quality herbs worth at least 1000 gold, which the Spell consumes)
    Concentration: No
    Duration: Instantaneous or 1 minute
    Output: Melee Spell Attack
    Description: Many have looked for something that was able to cure any kind of diseases, be it magical or not, but always came short. This is not the answer, but one of the most violent solutions to the problem. You make a melee spell attack using the syringe and inject the creature with highly magical antibodies, that seek and destroy anything harmful within the target's body, sometimes even to a dangerous and volatile degree. A hit creature removes all conditions anddiseases currently effecting it, and restores all the creature's hit points, as well as add the following effects, depending on the purity of the target's body.
    • No impurities. No additional effects.
    • One or two impurities. The antibodies remove your stomach acid, giving you the sickened condition for the next minute(which overrides its curing effects).
    • Three or four impurities. The antibodies destroy your body slowly from the inside out, halving your maximum hit points every turn over the course of a minute, which then restores back to full at the end of the minute.
    • Five impurities. The antibodies cleanse your body and soul, as your transcend into the afterlife over the course of a minute, which ultimately kills you.
    There are five primal impurities: Corrupted by any extradimensional plane, engaged in pleasures of the flesh, having any of the seven deadly sins, killed any sentient creature in cold blood and or spawned of a half-blood marriage.
    Veil of the Damned
    Classes: Death Cleric, Soulguide Druid, Warlock, Wizard
    School: 8th level Necromancy
    Casting Time: 1 Action
    Range: Self
    Target: An open sky.
    Components: V, S, M(a piece from the Ethereal Plane, also known as the Veil)
    Concentration: Yes
    Duration: Up to 1 hour
    Output: Spellcard
    Description: Not many can control the lingering dead, that still seek redemption, retribution, vengeance or simply judgment by any god or greater being, who linger within the Veil. Using an action, as long as you are in a plane where the Veil is present, you summon a guardian of the veil from the skies above that descends down and rupturing the thin layer between planes from above your head toward the sky, holding the torn fabric as a veil above your head. Remaining the guardian, none of these lingering souls can escape their fate, but they might help you with yours. Whenever you cast any Spell of 5th level or lower that has one or more targets, you can add a number of additional targets equal to your Spellcasting modifier, which is doubled for Cantrips, as the lingering dead help you with your magic. In addition, you are immune to necrotic damage, effects that would rapidly age or ouright kill you, and other creatures than yourself within sight of the Veil of the Damned can't use any magical effects, Spells or items that involve the Veil. Lastly, you gain 30ft. of Ethereal Sight.
    Level 9   A Life Worth Living
    Classes: Bard, Cleric, Druid, Wizard
    School: 9th Level Illusion
    Casting Time: 1 Action
    Range: Touch
    Target: -
    Components: S, M(the last will of a creature that passed away)
    Concentration: Yes
    Duration: Instantaneous, up to 1 minute
    Output: Spellcard
    Description: Many creatures would love it if their life could be perfect, no flaws, no wars, only them and their loved ones living how they are supposed to be living. You touch a creature within range, it has to make an Intelligence saving throw or be suspended into a life they wished they had, or have always dreamt about, becoming incapacitated. Over the course of the next minute, at the end of the creature's turn, they can make an Investigation skill check against your Spellcasting DC to disbelief the illusion. Every time they fail an Investigation skill check, they can't attempt another one during their next turn. Once they have failed three Investigation skill checks, they can no longer attempt them and have to live through the illusion. Depending on the time spend within the illusion, different effects happen.
    At least one turn. The creature is still partially in the illusory world, unable to perceive the reality around it. It considers every creature hostile and is considered blinded until the end of their next turn.
    At least five turns. The creature gains three levels of exhaustion, as they have spend half a lifetime inside that illusion. In addition, the creature is stunned until the end of their next turn.
    The entire Spell duration. The creature gains six levels of exhaustion and dies a peaceful death, as they have lived through a life worth living.
    Expanding Portal
    Classes: Bard, Druid, Warlock, Wizard
    School: 9th Level Conjuration
    Casting Time: 1 Action
    Range: 1000ft.
    Target: -
    Components: V, S, M(a magnifying glass)
    Concentration: Yes
    Duration: Up to 1 minute
    Output: Spellcard
    Description: Sometimes things need to be bigger for certain tasks and that is what this portal provides. Using an action, you summon a 5ft. by 5ft. portal, and anything put through the portal becomes a 100 times bigger as a second, much larger portal appears within range, and it can be used for a single action or extraordinary feat. In case of a Weapon Attack, you could hit up to a 100 enemies at the same time, or drive a massive arrow or bolt through their ranks, as it returns back to its regular form on the original side of the portal. Any creature can use the portal as long as it is able to fit an object that is at most 5ft. in all directions through it.
    Localized Worldview
    Classes: Bard, Druid, Sorcerer, Wizard
    School: 9th level Transmutation
    Casting Time: 8 Hours
    Range: Touch
    Target: An ability, a creature, a feature, a spell or a weapon
    Components: V, S
    Concentration: No
    Duration: Indefinite
    Output: Spellcard
    Description: You mentally or physically touch one of the possible targets, that this spell is able to manipulate. Over the course of eight hours, you begin to manipulate one aspect of the target, for instance you can change a creature from male to female, from humanoid to ooze, or maybe the fire damage type of the fireball Spell into cold damage, or the slashing damage type of the greataxe Weapon into acid damage. For all the possible aspects that can be change, its best to ask your DM about the extend of this Spell.
    Majority Rules
    Classes: Bard, Cleric, Druid, Sorcerer, Wizard
    School: 9th level Divination
    Casting Time: 1 Action
    Range: 120ft.
    Target: -
    Components: V, S, M(a preserved queen bee)
    Concentration: Yes
    Duration: 1 hour.
    Output: Spellcard
    Description: By the name of Ill'stran, all for one and one for all. Using an action, you target all willing allied creatures within range, including yourself, connecting all of them with one another. Each connected creature can speak telepathically to any creature within the link. In addition, whenever an ability check, attack, effect, hazard, perk or spell targets one creature, it technically targets all connected creatures. If the targeted effect is successful against more than half of the affected creatures, it goes through to the original target, otherwise it fails. For example, if a Weapon Attack against a connected target is made with a roll of 17, and the target's AC is 17, technically resulting in a hit, it instead compares the attack against all connected creatures, meaning if the constellation of six creatures ACs would be 17, 18, 18, 18, 22, 23, then that means the attack missed, likewise if the six creatures ACs was 11, 12, 14, 17, 18, 19, then the attack would still hit the target creature.
    Timeless Bubble
    Classes: Cleric, Druid, Wizard
    School: 9th level Divination
    Casting Time: 8 hours
    Range: 30ft.-radius circle
    Target: -
    Components: V, S, M(a piece of city from an ancient civilization)
    Concentration: Yes
    Duration: Up to an hour
    Output: Spellcard
    Description: To peer back into the past was considered to be a good way to avoid catastrophies, but ever since Chronomancy was banned, no one dared to erect another Timeless Bubble. Over the course of 8 hours, you being to draw a runes of power in a 30ft-radius circle, as you designate this area for your Timeless Bubble. Once the casting time finishes, you gain access to everything that happened within this radius for the next hour and can go back in time, rewind and play events that happened in that exact spot, allowing you to potentially solve murder, mystery or many other plots, as well as potential historical events that took place in that area. For each event older than a year, you have to pay with your own life, as you reduce your lifespan by a tenth of the time rewinded. Meaning, if you wish to watch an event from 10 years ago, you would need to pay 1 year from your total lifespan left.

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