Expanded Ranger Spell List
Here are all new Spells found in the Ranger Spell List.
Level 1
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.
Lifeline
Classes: Ranger
School: 1st level Enchantment
Casting Time: 1 Action
Range: Up to the long range of a ranged weapon
Target: Creature or solid surface
Components: V
Concentration: No
Duration: Up to one round
Output: Spellcard, Ranged Weapon Attack
Description: A magical string attaches to your next projectile that you attack with, allowing you and other to use it as a lifeline. As part of casting this Spell you make a Ranged Weapon Attack, creating a tought piece of string between you and the creature or surface you attacked. You and other creatures can use this string to immediatly glide towards the creature if the string is even or tilted downwards, using your bonus actions. The string is immediatly destroyed upon taking any fire or slashing damage, being near fire or being target of any attack. At Higher Levels: When you cast this Spell using a Spell slot of 3rd level or higher, you can even glide to areas where the string is tilted upwards.
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.
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.
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.
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.
Warrior's Remnant
Classes: Cleric, Eldritch Knight, Hexblade Warlock, Paladin, Ranger, War Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(a weapon)
Concentration: No
Duration: Until the end of your next turn
Output: Spellcard
Description: You magically enhance a melee weapon you touch, enhancing its effective range and damage. The next time you attack with the weapon, it targets each creature in its respective range, based on its damage type.
Bludgeoning. You attack each creature within a 5ft. radius around you. Dealing bludgeoning damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Piercing. You attack each creature within a 30ft. long, 5ft. wide. line infront of you. Dealing piercing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Slashing. You attack each creature within a 15ft. cone infront of you. Dealing slashing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier. 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.
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.
Cloak Trick
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 2nd level Enchantment
Casting Time: 1 Reaction
Range: Self, 60ft.
Target: -
Components: S
Concentration: No
Duration: Up to one round
Output: Spellcard
Description: If a ranged attack using a projectile misses you, using your reaction, you can instead capture it inside your clothing. On this or the following turn, you can use your bonus action to release the projectile, using your Spellcasting modifier for the attack and damage, towards a creature within 60ft. of you, dealing the same damage it would have done normally
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.
Executioner's Mark
Classes: Paladin, Ranger, Warlock
School: 2nd level Divination
Casting Time: 1 Bonus Action
Range: 60ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour.
Output: Spellcard
Description: By the name of Aldeath, you mark a creature within range for execution, using a bonus action. Whenever you deal damage to the marked creature and you are missing an amount of damage equal to your proficiency modifier to the next number cleanly divisible by 10, you add that amount to the damage done. In addition, if a marked creature's current hit points are within the same range of your proficiency modifier after you dealt damage to it, it is reduced to 0 instead. Once a marked creature has died, you can use a bonus action to move the mark to another creature within range. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the amount of creatures you can target increases by 1 for every slot level above 2nd.
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 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.
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.
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.
Unravel
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, M(string wrapped around a puppet)
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: One of the first curses that allow the user to gain vital intel about the creature or other sensitive information. You target a creature within range, it has to make an Intelligence saving throw. On a failure, you and each friendly creature has advantage on all Cunning and Insight checks against the targeted creature. In addition, whenever the creature takes damage it reveals the alphabetically first resistance it has, allowing it to repeat its saving throw.
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.
Warrior's Memory
Classes: Bard, Eldritch Knight, Hexblade Warlock, Ranger, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a melee weapon)
Concentration: Yes
Duration: Instantaneous
Output: Melee Attack or Melee Spell Attack
Description: You enhance your body to mimick a portion of a true warrior's spirit. Using an action, you can unleash a special attack, using your melee weapon as a catalyst, depending on the damage type of your weapon, you do a different attack.
Bludgeoning. You leap up to 60ft. into a direction of your choice, landing on an unoccupied spot within that range. Each creature within 10ft. of your landing spot has to make a Dexterity saving throw or take weapon damage twice, including other magical or non-magical enhancements and be knocked prone. On a success, they take only half damage and are not knocked prone.
Piercing. You begin stabbing a target repeatedly. You attack a target within range of your weapon, and nine times more with the initial roll reduced by one each time. You only deal your weapon damage once to the target, in your initial attack, and apply one Level of Bleed for each subsequent attack that hits.
Slashing. You attack three times with your weapon, making it a ranged weapon with a 120ft. range, as you create air slicers. You have to target a different creature with each attack. Each hit pushes the target 15ft. away from you.
Level 4 Advancing Smite
Classes: Paladin, Ranger
School: 4th level Evocation
Casting Time: 1 Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Whenever you make an attack against a creature at most 30ft. outside of your melee weapon range, you boost yourself with a powerful gust toward it into the melee range of your weapon. The next time you hit the creature with a melee weapon attack during this Spell's duration, your weapon attack deals an extra 4d10 weapon damage to the target.
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.
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 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.
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.
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.
Lifeline
Classes: Ranger
School: 1st level Enchantment
Casting Time: 1 Action
Range: Up to the long range of a ranged weapon
Target: Creature or solid surface
Components: V
Concentration: No
Duration: Up to one round
Output: Spellcard, Ranged Weapon Attack
Description: A magical string attaches to your next projectile that you attack with, allowing you and other to use it as a lifeline. As part of casting this Spell you make a Ranged Weapon Attack, creating a tought piece of string between you and the creature or surface you attacked. You and other creatures can use this string to immediatly glide towards the creature if the string is even or tilted downwards, using your bonus actions. The string is immediatly destroyed upon taking any fire or slashing damage, being near fire or being target of any attack. At Higher Levels: When you cast this Spell using a Spell slot of 3rd level or higher, you can even glide to areas where the string is tilted upwards.
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.
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.
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.
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.
Warrior's Remnant
Classes: Cleric, Eldritch Knight, Hexblade Warlock, Paladin, Ranger, War Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(a weapon)
Concentration: No
Duration: Until the end of your next turn
Output: Spellcard
Description: You magically enhance a melee weapon you touch, enhancing its effective range and damage. The next time you attack with the weapon, it targets each creature in its respective range, based on its damage type.
Bludgeoning. You attack each creature within a 5ft. radius around you. Dealing bludgeoning damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Piercing. You attack each creature within a 30ft. long, 5ft. wide. line infront of you. Dealing piercing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Slashing. You attack each creature within a 15ft. cone infront of you. Dealing slashing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier. 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.
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.
Cloak Trick
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 2nd level Enchantment
Casting Time: 1 Reaction
Range: Self, 60ft.
Target: -
Components: S
Concentration: No
Duration: Up to one round
Output: Spellcard
Description: If a ranged attack using a projectile misses you, using your reaction, you can instead capture it inside your clothing. On this or the following turn, you can use your bonus action to release the projectile, using your Spellcasting modifier for the attack and damage, towards a creature within 60ft. of you, dealing the same damage it would have done normally
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.
Executioner's Mark
Classes: Paladin, Ranger, Warlock
School: 2nd level Divination
Casting Time: 1 Bonus Action
Range: 60ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour.
Output: Spellcard
Description: By the name of Aldeath, you mark a creature within range for execution, using a bonus action. Whenever you deal damage to the marked creature and you are missing an amount of damage equal to your proficiency modifier to the next number cleanly divisible by 10, you add that amount to the damage done. In addition, if a marked creature's current hit points are within the same range of your proficiency modifier after you dealt damage to it, it is reduced to 0 instead. Once a marked creature has died, you can use a bonus action to move the mark to another creature within range. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the amount of creatures you can target increases by 1 for every slot level above 2nd.
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 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.
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.
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.
Unravel
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, M(string wrapped around a puppet)
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: One of the first curses that allow the user to gain vital intel about the creature or other sensitive information. You target a creature within range, it has to make an Intelligence saving throw. On a failure, you and each friendly creature has advantage on all Cunning and Insight checks against the targeted creature. In addition, whenever the creature takes damage it reveals the alphabetically first resistance it has, allowing it to repeat its saving throw.
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.
Warrior's Memory
Classes: Bard, Eldritch Knight, Hexblade Warlock, Ranger, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a melee weapon)
Concentration: Yes
Duration: Instantaneous
Output: Melee Attack or Melee Spell Attack
Description: You enhance your body to mimick a portion of a true warrior's spirit. Using an action, you can unleash a special attack, using your melee weapon as a catalyst, depending on the damage type of your weapon, you do a different attack.
Bludgeoning. You leap up to 60ft. into a direction of your choice, landing on an unoccupied spot within that range. Each creature within 10ft. of your landing spot has to make a Dexterity saving throw or take weapon damage twice, including other magical or non-magical enhancements and be knocked prone. On a success, they take only half damage and are not knocked prone.
Piercing. You begin stabbing a target repeatedly. You attack a target within range of your weapon, and nine times more with the initial roll reduced by one each time. You only deal your weapon damage once to the target, in your initial attack, and apply one Level of Bleed for each subsequent attack that hits.
Slashing. You attack three times with your weapon, making it a ranged weapon with a 120ft. range, as you create air slicers. You have to target a different creature with each attack. Each hit pushes the target 15ft. away from you.
Level 4 Advancing Smite
Classes: Paladin, Ranger
School: 4th level Evocation
Casting Time: 1 Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Whenever you make an attack against a creature at most 30ft. outside of your melee weapon range, you boost yourself with a powerful gust toward it into the melee range of your weapon. The next time you hit the creature with a melee weapon attack during this Spell's duration, your weapon attack deals an extra 4d10 weapon damage to the target.
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.
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 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.
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:
Spring of Life. You wash away your former physical form, becoming a more abstract shape made entirely of water, gaining the following features:
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.
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