Expanded Sorcerer Spell List
Here are all new Spells found in the Sorcerer Spell List.
Cantrip
Blind
Classes: Sorcerer, Warlock, Wizard
School: Necromancy Cantrip
Casting Time: 1 Reaction
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: 1 turn
Output: Spellcard
Description: You cause a creatures eyes to blacken. When you are attacked by a creature within 30 feet of you that you can see, using your reaction, you can force that creature to make a Constitution saving throw. On a failure the creature becomes blinded until the end of its turn. An attacker that can't be blinded is immune to this feature.
The range of this Spell increases to 60ft. at 5th level, 90ft. at 11th level, and 120ft. 17th level.
Cold Shoulder
Classes: Bard, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With words or bodily motion, you make clear your disdain or disinterest to another creature within range, literally showing them the cold shoulder. The targeted creature has to make a Wisdom saving throw or take 1d10 cold damage, and additional 1d10 cold damage if the target is charmed by you.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Consume Benefits
Classes: Bard, Sorcerer, Warlock
School: Transmutation Cantrip
Casting Time: 1 Action
Range: Self
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Desperate times, require the hardiest stomachs. Using an action, you can end a beneficial Spell effect on you that is at least of the 1st Spell Level, gaining 1d12 temporary hit points, that don't stack with any other temporary hit points sources. You gain an additional 1d12 temporary hit points for each level above 1st.
This Spell's initial temporary hit points increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Earth Spike
Classes: Druid, Sorcerer, Wizard
School: Transmutation Cantrip
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By simple movements you shift the earth beneath your feet to spike outwards toward an enemy. Choose a creature within range, this creature has to make a Dexterity saving throw or take 1d12 Piercing damage. This Spell can only be cast on dirt, earth, sand or stone covered ground.
This Spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Smolder
Classes: Druid, Sorcerer, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: Touch or 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged and Touch Attack
Description: By infusing your hands with elemental force, you superheat them with the energy flowing outwards. You make a ranged or touch attack with your hand as you let the hear travel to a creature within range. On a hit, the creature takes 1d8 fire damage and becomes dazed until the end of their next turn, as the pain is instilled in their mind.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ventriloquism
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: Enchantment Cantrip
Casting Time: 1 Hour
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or cast again
Output: Spellcard
Description: You want to make the world a more fun place, by throwing your voice around magically or even get a voice in the first place by placing an enchantment on an object. Over the course of an hour, you enchant an object where one part of it can be visible perceived as a mouth, like a doll, puppet, figurine, etc. and make it magical. As long as this object is within 5ft. of you, you can project your voice through it instead of your own body. You can do so even if you are naturally mute or silenced by an effect, allowing you to cast Spells requiring Verbal components.
The range from which the enchanted object can be used to speak increases at higher levels. 10ft. at 5th level, 30ft. at 11th level, and 90ft. at 17th level.
Zap
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spell Description
Description: You fire an incredibly fast lightning projectile at a creature within range, making a Ranged Spell Attack. On a hit, you deal lightning damage equal to 1d8 + your Spellcasting modifier. In addition, this Spell's projectile, hit or miss, can't be countered, deflected, dispelled and it doesn't reveal your position if you do it out of a Stealth.
This Spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level 1
Crackling Jolt
Classes: Druid, Sorcerer, Warlock, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: You release a crackling streak of lightning towards a creature within range, making it unable to react. Make a Ranged Spell attack against the target. On a hit, the target takes 2d8 lightning damage and become dazed until the end of your next turn.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Detect Red and Rot
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Divider
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: 100ft., 15ft. high or 15ft. wide
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By making a slicing motion with any of your body parts, you create a strong wind able to cut through most surfaces. During the motion, you decide if you want to send out a 15ft. high air slash that has a 90° angle to the ground, or 15ft. wide air slash that runs parallel to the ground for 100ft. Regardless of the choice, each creature on the path of the air slash has to make a Dexterity saving throw or take 2d10 slashing damage.
At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the slashing damage increases by 1d10 or its height/width increases by an additional 60ft. for each slot level above 1st.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Heads or Tails
Classes: Bard, Sorcerer, Spellcasters with the Trait: Sin of Greed, Warlock
School: 1st level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: S, M(a gold coin, which the Spell consumes)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: By enhancing a coin with the power of chance, you leave it all up to luck if the Spell succeeds or not. You make a Ranged Spell attack against a creature within range, calling heads or tails, and dealing bludgeoning damage equal to 1 + your Spellcasting modifier on a hit. You then decide the outcome of the coin toss, by flipping a coin, if you are correct the coin grows at the feet of the hit creature, pushing it away 15ft. and dealing an additional 1d12 bludgeoning damage, reverting back to its original shape. If you miss your attack, the outcome of the coin toss, even if you are correct, does not trigger its secondary effect. In addition, hit or miss, whenever you call the correct side of the coin, you deal an additional 1d12 bludgeoning damage on a hit for each correct call after the first. The streak resets after calling it wrong once or missing your attack twice in a row.
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.
Mimic Projetile
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: Within 30ft. of you
Target: The same as the original projectile
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: By observing other creatures, you are pretty sure you can conjure up a similiar projectile, missile or magical effect that the creature has shown you by its own magical or physical prowess. You conjure an illusory creature, that looks similar to the original creator of the projectile you try to mimic, and replicate their Ranged Spell or Weapon attack and make it your own, using your Spellcasting modifier for the attack, but not for the damage as it deals the exact same damage the other creature did, targeting the same target they did. If the target of the previous projectile moved, this attack automatically fails.
Pop
Classes: Paladin, Sorcerer and Warlock
School: 1st level Necromancy
Casting Time: 1 Action
Range: 5ft. radius, self
Target: Creatures with blood
Components: S, M (a squeezeable object)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By concentration your will onto creatures around you, you make their blood vessels pop. Each creature within 5ft. of you, that can bleed, immediatly gains one level of bleed. Any creature further away than 5ft., can make a Constitution saving throw against this effect.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the level of bleed your inflict increases by 1 and your range increases by 10ft for each slot level above 1st.
Primer Stones
Classes: Cleric, Druid, Sorcerer, Wizard
School: 1st level Abjuration
Casting Time: 1 hour
Range: Touch
Target: A stone with a smooth surface
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Primer stones were once used to figure out the magical potential of children, and their magical specialty. You infuse a smooth stone surface with the rune of one of the schools of magic, excluding bloodmagic, over the course of an hour(can be done during a short rest with all the benefits). Besides the carving, you need to cast any kind of Cantrip or Spell, or be the target of a Cantrip or Spell, that fits that school of magic to prime the stone. Depending on the school of magic, it has different effects once primed, which are listed below. You can only create one primer stone per Spell level.
Abjuration. A creature can use its reaction to gain 1d8 temporary hit points.
Conjuration. A creature can use its reaction to teleport 30ft. to an unoccupied spot.
Divination. A creature can use its reaction to gain advantage on their next attack.
Enchantment. A creature can use its reaction to gain advantage on a saving throw that applies a condition.
Evocation. A creature can use its reaction to deal 1d8 additional damage with a Spell or Weapon attack.
Illusion. A creature can use its reaction to make the next attack miss if it is the target.
Necromancy. A creature can use its reaction to restore 1d8 hit points.
Transmutation. A creature can use its reaction to gain +2 until the start of its next turn, similiar to the Spell shield.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can etch an additional rune into the primer stone for each slot above 1st, which will only get primed if you fulfill both school of magic conditions.
Rust Metal
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action or Reaction
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, one minute
Output: Spellcard
Description: Through the creation of a small time pocket, you can wilt and wither away non magical metal. You touch an armor, shield or weapon made of metal, making a melee touch attack. If you hit, you reduce the AC of the armor or shield by 1 or reduce the damage done by a weapon by 1 for the next minute. You can also use your reaction to make the melee touch attack if a creature comes within range of you and fulfills the criteria above.
At Higher Levels: When you cast this spell using a Spell slot of 2nd level or higher, the reduction increases by 1 for every three slot levels above 1st. In addition, when you cast this Spell at 5th level, you can target magical armor and when you cast this Spell at 9th level and reduce the armor given or reduce the damage by equal or more to the weapon's damage die, the armor, shield or weapon is destroyed and turned to dust.
Sensory Overload
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, for a number of turns equal to your proficiency modifier
Output: Spellcard
Description: Knowing where to assault your target is very well known in both combat and magic, but sometimes the most unexpected places can have a great effect. You touch a creature's mind or body in a way they weren't ready to be touched, filling either their mind with pictures, visions and feelings or something inappropriate or perverted, distracting them or their body directly, forcing a reaction out of them from their intimate parts with a sensation shock. If the body is touched, they suffer 3d6 lightning damage and their movement speed is halved if they fail a Constitution saving throw, and if the mind is touched, they suffer 3d6 psychic damage and gain the winded condition if they fail a Wisdom saving throw. Either way, the secondary effect lasts for a number of rounds equal to your proficiency modifier, or until they use an action to succeed on a Endurance skill check against your Spellcasting DC.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level 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.
Trick Weapon
Classes: Bard, Sorcerer, Wizard
School: 1st level Evocation
Casting Time: 1 Reaction
Range: 100ft.
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: A masterful prank that could save someone's life. You target a creature within range, using a reaction, that is about to draw its weapon, nock an arrow or load any other kind of ammunition into a weapon. The creature has to make a Wisdom saving throw or draw an illusory piece of ammunition or weapon, making every attack an automatic miss. After it misses an attack, it can make an Investigation check against your Spellcasting DC at the end of its turn see through the illusion, on a failure the creature continues to perceive the illusion as reality.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places.
A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Level 2
Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
A Stone's Throw Away
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: 2nd Level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to 10 minutes.
Output: Spellcard
Description: It is always good to plan ahead, whenever you encounter a dangerous situation. Using an action, you mark a number of stones equal to your Spellcasting modifier with a teleportation rune, which lasts for 10 minutes. Any time during those ten minutes, you or any other creature that has these stones can use their action to throw them in a direction of their choosing, whereupon the stone will fly for a calculated amount of time before landing and teleporting the creature that threw the stone to that location, dispelling the rune. The maximum distance thrown is calculated using the creature's Strength modifier(minimum of 1) x 15ft., and the creature can decide within the maximum distance where it wishes for it to land. The maximum number of rounds it takes for it to land is equal to the creature's Intelligence modifier(minimum of 1), and the creature can choose within the maximum number of rounds when it wishes for the stone to land. The thrown stone regards any surface as the landing area, and will arrive within the designated amount of rounds at the start of the creature's turn that threw it.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
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.
Fall into Place
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Abjuration, Ritual
Casting Time: 10 minutes
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: A way to invoke magic by lining up lines and objects to the right position, so it triggers magical ingenuity, similiar to a symbol Spell. You etch runes across a line into yourself or objects, which form a particular shape. Upon completion, you have one minute to disrupt the shape or otherwise the magic is used immediatly. The shapes and their effects are listed below.
Circle. Move an inscribed object or yourself, weighting no more than 300 pounds, 30ft. in the direction you were facing during the creation.
Oval. If its made with an opening, you blind every creature you can frame in the oval, otherwise its each creature that can see the oval shape. The creatures are blinded until the end of their turn.
Square. Create a temporary opening leading to the other side of the creature or object, without harming either. The opening remains for one minute and can't go farther than 5ft.
Triangle. Each creature and object within 100ft. of the triangle, weighting no more than 300 pounds, is lifted 15ft. into the air. The creatures are levitating until the end of their turn.
Lich's Mantle
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a humanoid skull)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You summon a necrotic shroud, that embraces you in form of a skeleton, as it protects you from other necromantic influences. You become immune to necrotic damage, and instead the damage being reduced, you regain hit points equal to the necrotic damage taken, and undead creatures ignore you as they can't sense you anymore. The shroud disappears after you have restored 20 hit points by taking necrotic damage or until one minute passes.
At Higher Levels. For each Spell slot above 2nd, the hit point threshold increases by 10 hit points.
Prop Weapon
Classes: Bard, Sorcerer, Wizard
School: 2nd Level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M (a toy sword)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: In secret, stashed away in a fake hilt or somewhere on your body, you are ready to conjure up the weapon you need. You conjure any mundane weapon into your hand, disregarding if you are proficient with it or not, and can use it disregarding your Strength or even size, but it still uses your corresponding Dexterity or Strength modifier for the attack, except the damage uses your Spellcasting modifier. You conjure up corresponding ammunition and anything else the weapons needs to function at the same time, being able to give it to other creatures as well, but once you or someone else misses an attack against any creature, that creature is aware that this is not a real weapon. Creatures can also use an Investigation check, using their action, to disbelief your prop weapon.
At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the modifier to attack and damage increases by 1 for every two slot levels above 2nd.
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.
Sickening Kiss
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to one minute
Output: Melee Spell Attack
Description: There is more than one way to spread diseases, why not be their catalyst? You make a Melee Spell Attack against a creature within range. On a hit, you apply the muddled, poisoned and sickened condition for the next minute, but if the creature already had any of these conditions or a disease, it takes poison damage equal to 4d12 + your Spellcasting modifier instead. At the start of an affected creature's turn, it can attempt to succeed on a Constitution saving throw against your Spellcasting DC and remove one of the conditions on a success.
At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
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.
Window of Opportunity
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a piece of glass you break as part of the Spell)
Concentration: No
Duration: Up to 10 minutes
Output: Ranged Spell Attack
Description: As the glass shatters, breaking into thousand pieces, you choose only the most dangerous looking ones to keep, as 10 shards of glass begin floating around you. You can use a bonus action to send one of these shards of glass streaking toward one creature or object within 120 feet of you. When you do so, make a Ranged Spell Attack. On a hit, the target takes 2d4 piercing damage and gains one level of bleed. Whether you hit or miss, the shard of glass is expended. The Spell ends early if you expend the last shard of glass.
If you have five or more shards of glass remaining, creatures that hit touch or hit you with a Melee Attack gain one level of bleed and one of the shards of glass is expended.
At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, the amount of shards of glass increases by 1 for each slot level above 2nd.
Level 3
Asphixiate
Classes: Druid, Sorcerer, Warlock, Wizard
School: 3rd level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: A creature that requires air to live
Components: S
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By manipulating the air within the lungs of a creature, that requires it to live, you can make it choke and suffer. You target a creature within range, forcing it to make a Constitution saving throw or start suffocating. A suffocating creature can't concentrate on any Spells or similar magical effects, it gains the silenced condition, its movement speed is halved and it fall unconscious after a number of rounds equal to its Constitution modifier + 1 if it is unable to breath in some air.
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.
Escalating Snowball
Classes: Bard, Druid, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft. x Strength modifier long and 5ft. x every 15ft. traveled wide(minimum of 5ft.) line, and an additional 10ft. length for each 5ft. of angled elevation
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Its just a harmless snowball, right? You send out a snowball that gets increasingly bigger the longer it travels. Each creature in the snowball's path has to make a Dexterity saving throw or take 5d4 cold damage, or half as much on a success. For each 10ft. travelled beyond the first 15ft. the snowball will deal an additional 2d4 bludgeoning damage, and after reaching at least a width of 10ft., it will sweep away small or tiny creatures that failed their Dexterity saving throw and take them along its path, medium creatures once it has a width of 15ft. and even large creatures if it has a width of 20ft. Creatures that are swept away by the snowball are freed once the snowball stops. The snowball stops once its travel distance is traversed, it travels along the ground and even uphill, but doesn't get additional acceleration besides its initial starting position, and stops immediately at objects larger than it or a wall.
Flesh to Bone
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft., 5ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: You summon a strong localized sandstorm on a point within range that you can see, forcing a Dexterity saving throw from each creature in a 5ft. radius originating from the sandstorm, as it tries to strip their flesh from their bodies. On a failure, the creature takes 4d4 slashing damage or 8d4 slashing damage if it wears nothing protective like armor or a carapace, and it becomes vulnerable to the next acid, cold, fire, necrotic or poison damage it takes. When a creature enters the Spell's area for the first time on a turn or starts its turn there, it has to make the Dexterity saving throw aswell. You can use an action to move the sandstorm up to 60ft.
At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage of both instances increases by 1d4 for each slot level above 3rd.
Inside Out
Classes: Sorcerer, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones or at least 5 Intelligence
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Crushing the insides of a creature in more than one way is very dangerous, and efficient. You can choose to either attack a creature mentally or physically, using an action, forcing its insides to pour out, be it deeply hidden memories or the organs beneath the skin.
Mental. The creature has to make a Wisdom saving throw or take 4d10 psychic damage and become stunned until the end of your next turn.
Physical. The creature has to make a Constitution saving throw or take 4d10 necrotic damage and gain one level of exhaustion. A creature can't gain more than three levels of exhaustion from any instance of this Spell.
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.
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.
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.
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.
Level 4
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.
Mirror Walk
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th level Conjuration
Casting Time: 1 Action
Range: 1000ft.
Target: -
Components: V, M (a mirrored surface the size of a hand mirror)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You teleport yourself from your current location to any other spot with a mirrored surface within range by going through a mirrored surface the size of at least a hand mirror. You arrive at another mirrored surface you have previously seen within range. You can bring along objects as long as their weight doesn't exceed what you can carry. If any of the mirrored surfaces you enter and exit from are cracked or other damage, you take 4d6 piercing damage for each broken mirrored surface.
Power Word: Nude
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th Level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Removing the protection a creature holds dear can be an awarding endeavor, and sometimes the humiliation crushes the spirit of your enemy as you utter this word. You utter a word of foul and profane language, that strips even the most armored creatures barebone. If the targeted creatures wears, not carries, non magical equipment worth at most 500 gold pieces, all of that equipment vanishes and is immediatly flung into the air and will slowly descend next to the creature, leaving it unable to defend itself, unless it carried something in advance.
Subtle Change
Classes: Bard, Sorcerer, Warlock
School: 4th level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: S
Concentration: No
Duration: Until disbelieved or dispelled
Output: Spellcard
Description: This Spell could help your anxiety go away, or expose you in the worst possible moment. During the casting of this Spell, you imagine something on your body, that you don't have, be it draconic wings, reptile scales, lucious locks of hair, etc., as long as it can perceived on your body, it is possible, and your imagination becomes true at the end of the casting of this Spell. You are aware that this is an illusion, but as long as someone else believes this to be a real part of your body, it functions as that very thing. The illusion persists as long as other people believe it to be true, until it is disbelieved by a suspicious creature making an Investigation check against your Spellcasting DC or until it is dispelled.
Windcutter
Classes: Druid, Ranger, Sorcerer, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With enough magic you can cut through the air creating precise and powerful slashes of distorted air. You make four Ranged Spell attacks against creatures within range, you can't target the same creature twice, and deal slashing damage equal to 3d10 + your Spellcasting modifier.
At Higher Levels: When you cast this Spell using a Spell slot of 5th level or higher, you gain one additional attack for each slot level above 1st.
Level 5
Air of Stillness
Classes: Druid, Sorcerer, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: 60ft., 15ft. radius around point
Target: A point within range
Components: V, M(a snowglobe)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Briefly, you can stop all motion within a specific area. Choose a point within range, each creature within it has to make a Strength saving throw or become pinned. Successful or not, creatures begin to suffocate within the radius as air can't be inhaled or exhaled. Every projectile released within or entering from the outside is frozen in time and keeping their original velocity, including magical projectiles, not pinned creatures entering ending their turn within the radius have to make the saving throw. A pinned creature can repeat its saving throw at the end of its turn, except when it failed it already during its turn.
Condense Air
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Touch, 30ft. radius centered on self
Target: -
Components: S
Concentration: No
Duration: Up to one minute
Output: Melee Spell Attack
Description: By gathering the nearby air around you and forcefully condensing it into a small high pressured orb, you create a dangerous weapon. You manifest an orb of condensed pressured air, using an action, that can last for a minute or whenever you use one of its two functions, listed below
Release. You release the condensed air in a 30ft. radius centered on yourself, forcing each creature within range to make a Strength saving throw or be pushed back 30ft. away from you and be knocked prone. On a success the creatures are still pushed 10ft., but are not knocked prone.
Send Off. You make a Melee Spell attack against a creature within range, pushing it 120ft. away from you. In addition, the creature breaks any object on its path that isn't made of solid metal, anything of equal hardness or two size catergories larger than the creature itself, taking damage equal to a number of D6s for each 10ft. pushed on each impact against a creature or object. If the creature hits another creature on its path, this new creature has to make a Dexterity saving throw against your DC or take the same damage as the pushed creature would impacting against anything.
Deconstruct
Classes: Druid, Sorcerer, Warlock, Wizard
School: 5th level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones
Components: S, M(a jar of termites)
Concentration: Yes
Duration: One round
Output: Spellcard
Description: The frailty of all bone based creature is revealed to you, as you deconstruct its very nature. You target a creature within range, using an action, it has to make a Constitution saving throw of become vulnerable to bludgeoning, piercing and slashing damage, including creatures with immunity, and gain disadvange on all Strength checks and saving throws, until the end of your next turn
Old Friend
Classes: Bard, Sorcerer, Warlock, Wizard
School: 5th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Often times you realize potential in a creature or person, but the time to harvest is not now. By touching a creature and knowing its name, you can mark it with a magical charm, forcing it to make a Wisdom saving throw or become marked by this Spell. Success or failure, a marked creature is not aware that it is marked and is unaware of any other effects surrounding the Spell. Whenever thereafter, you can use an action to activate the mark and instantly make the creature charmed by you for the next 24 hours. It will address and see you as an old friend and would love to catch up, or help you out in one way or another. Creatures that are immune to the charmed condition are unaffected by the Spell, and you can't successfully mark a creature twice with this Spell.
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.
Suspense
Classes: Bard, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a blindfold)
Concentration: No.
Duration: Up to a number of rounds equal to your proficiency modifier.
Output: Spellcard
Description: By the name of O'nium, they never see it coming. Using an action, you cast an additional Spell as part of the action, expending all required and additional ressources as needed for the casting of this additional Spell, delaying it until the moment is right. At any point and or during any turn within the duration, you can activate this Spell and cast the additional Spell from the position of any creature that saw you cast Suspense. Each creature who is the target of the additional Spell has to make a Dexterity or Wisdom saving throw or gain the surprised condition for the additional Spell. If you never activate this Spell manually, it activates at the last possible moment at random.
Level 6
Suffocation Sphere
Classes: Druid, Sorcerer, Warlock, Wizard
School: 6th Level Transmutation
Casting Time: 1 Action
Range: 90ft.
Target: -
Components: V, S, M(an item that holds an interdimensional space worth at least 500 gold, like a bag of holding)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You conjure up a sphere of distorted air with a 10ft. radius at a point you can see within range. The sphere can hover but no more than 15ft. off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a success the creature is ejected in a direction of its choosing. A Gargantuan or larger creature succeeds on the saving throw automatically. On a failed save, a creature is suffocating inside the sphere and is engulfed by a vaccum. At the start of its turn, a suffocating creature takes 4d8 necrotic damage and can repeat the saving throw as an action to escape the sphere, ending the effect on itself on a success and being ejected out in a direction of the creature's choosing. Suffocating creatures can not speak, cast spells that require verbal components or concentrate on any spell. A creature becomes unconscious, if they are engulfed in the sphere a number of rounds equal to their Constitution modifier(a minimum of 1), but continue to take the damage each turn without waking up from it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 15ft. above the ground. Any creature by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, any creature engulfed by the sphere is knocked prone in the space where it falls.
At Higher Levels. When you cast this Spell using a Spell slot of 7th level or higher, the radius increases by 5ft. for every Spell level above 6th.
True Intention
Classes: Bard, Sorcerer, Warlock
School: 6th level Divination
Casting Time: 1 Bonus Action
Range: Range of Action
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You know that your aim is true, your intentions are clear and precise. You dedicate a location were a projectile, spell or weapon attack is supposed to land, and it will do so. If it had to travel through a creature or object to do so, it did, as it has already happened. No attack, saving throw or anything else that would be required to land a hit needs to be rolled.
Level 7
Adapting Armor
Classes: Druid, Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: A coat of protective, sentient armor begins to cover you, ignoring any other AC bonuses you have and replacing them with itself. Whenever you take damage from a hostile creature during any turn besides your own, your AC increases by 1, as the armor adapts to the incoming damage. This armor can adapt a number of times per turn equal to your Spellcasting modifier. Once you reach an AC of 30, you become immune to all damage until the end of the next turn of the creature that made it 30, reducing it by 10.
Copycat
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Reaction
Range: 120ft.
Target: A creature's turn you have witnessed
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: They say mimikry is the highest form of flattery, but more often than not its just better than whatever you could provide. Whenever a creature finishes their turn, using a reaction, you summon an illusion that will perfectly copy their last turn. It will appear in the space it originally started its not, not occupying any space it moves through, and doing the exact same actions it did, including the usage of items, Spell slots and other ressources. The only difference in this turn is that the illusion uses your Spellcasting modifier for its Attacks and Spells.
Deathmark
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th level Divination
Casting Time: 1 Action
Range: 300ft.
Target: -
Components: S
Concentration: Yes
Duration: 3 Rounds
Output: Spellcard
Description: Death comes for us all, sometimes creatures need a little nudge in the right direction to achieve it a bit quicker. You mark a creature within range for death, using an action, which immediatly makes it aware of your presence, disregarding the distance between you and it, as it fears for its life, knowing that death is coming. At the start of your turn after three rounds have passed and you are still concentrating on it, you deal 20d4 + 20 psychic damage to the creature.
At Higher Levels. When you cast this Spell using a Spell slot of 8th level or higher, the rounds required are reduced by one for each slot level above 7th.
Mirage Army
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Action
Range: Self, 25ft. square centered on you
Target: -
Components: V
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Hiding in a crowd was always an effective method to avoid confrontation. You summon illusory copies of yourself in every unoccupied space within range. You are considered to be in any of these spaces, where your illusory copies are. Whenever you are hit by an attack made by another creature, you magically swap positions with one of these illusory copies and they vanish upon taking damage from the attack. You automatically fail your saving throw against effects and Spells that would damage multiple illusory copies, like the Spell fireball, but none of your illusory copies vanish because of the damage taken. Whenever you move, each illusory copy moves in the same direction as you if able, and they will climb, jump over and or trigger attacks of opportunity as you do.
Multi-Shield
Classes: Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Reaction
Range: Self, 120ft.
Target: -
Components: V, S
Concentration: No
Duration: Up to 1 minute
Output: Spellcard
Description: An invisible barrier of magical force appears and protects you or another creature within range. Until the end of combat or until one minute has passed, you or the targeted creature have a +5 bonus to AC, including against the triggering attack, and you take no damage from the Spell magic missile. A friendly creature can use their reaction in a similar manner as you did to transfer the Spell to them, as long as they are within 120ft. of the current holder of the Spell. This effect does stack with the Spell shield.
Overcharge
Classes: Druid, Sorcerer, Warlock, Wizard
School: 7th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(some form of steroids)
Concentration: No
Duration: Instantaneous, up to 1 minute
Output: Spellcard
Description: Sometimes your Spellcasting capabilities aren't enough, and you have to use your physical prowess to end it...with a little magical boost. By magically enhancing drugs or similar substances and injecting them into one of your limbs. Your Strength becomes 40 and the chosen limb swells up massively, allowing you to make an unarmed attack with that limb, dealing 40 bludgeoning damage on a hit, doubling all damage modifiers that you apply to that attack. After a successful unarmed attack with the swollen limb, the magic instantly fades, shattering all your bones in that limb and making it unusable until someone casts the Spell regeneration on it, or you finish a long rest. The Spell lasts for 1 minute if you haven't hit a creature yet, and the 40 Strength only apply to activities that use that limb and its unarmed attacks.
Power Word: Love
Classes: Bard, Sorcerer, Warlock
School: 7th level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Instantaneous, until dispelled
Output: Spellcard
Description: Many would say that love can come from just a glance, years of being together, but the most powerful arcane Spellcasters can often only find it through mental manipulation or by perverting the laws of the world, this Spell is no different. You target a creature within range, depending on its passive Insight against your Spellcasting ability, this Spell has varying effects.
Trace and Track
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
School: 7th level Conjuration
Casting Time: 1 Minute
Range: 30ft.
Target: An area with recent relocation
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: When your counterspell fails and the creature or villain is able to teleport away, avoiding your grasp, it becomes impossible to follow them...or does it? Whenever a Spell or other magical effect has relocated, teleported or otherwise displaced one creature or multiple creatures, using your action, you can begin to track down the creature's location as long as one minute has not passed after they have been relocated. After this Spell's casting time has concluded, you open a rift for the next 10 minutes that can be traversed by a number of creatures equal to the number of creatures relocated by the previous relocation effect, allowing you to follow them.
Level 8
Cauldron of Nothing
Classes: Druid, Sorcerer, Warlock, Wizard
School: 8th level Transmutation
Casting Time: 1 Action
Range: 60ft. radius circle adjacent to you
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: The earth melts beneath your magical prowess. You a point in front of you, creating a 60ft. radius circle that turns the earth and stone beneath it into treacherous acid, which has the same depth as the radius of the circle at its center, creating an acid pool dome. Each creature inside the area has to make a Dexterity saving throw if there is an object nearby or sink 5ft. into the acid pool automatically. Objects that were originally standing on ground, begin to sink 5ft. per round and can be used to hold onto when making the Dexterity saving throw. A creature starting their turn in that acid takes 8d4 acid damage and becomes covered in acid. A creature covered in acid takes another 8d4 acid damage at the end of their turn and their AC is reduced by an amount equal to your Spellcasting modifier, unless they spend an action to remove it. Every 15ft. of movement spend inside the acid deals an additional 8d4 acid damage, and if no movement is spend inside the acid pit, a creature sinks 15ft. into it and starts suffocating. Once the Spell ends, all creatures and objects are ejected to a place where they used to be at various stages of corrosion. A creature covered in acid is still covered in acid even if the Spell ends.
Face of Terror
Classes: Bard, Sorcerer, Warlock
School: 8th level Enchantment
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M(a mask you carved yourself)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: By presenting the mask of terror, you place it on your face as it violently fuses with it, creating a performace of pure dread and terror. Using an action, each designated creature within 120ft. of you has to make a Wisdom saving throw or become terrified of you for the duration of the Spell. A creature immune to the frightened condition will become frightened if it fails its Wisdom saving throw, as this Spell ignores its immunity, but it won't become terrified. Whenever you take damage from a terrified creature, each terrified creature can repeat its Wisdom saving throw at the start of their next turn.
Forging the Future
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 8th Level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: No
Duration: Until dispelled, or the divined effect occured
Output: Spellcard
Description: Some people capable of divination are often seen as frauds or fake mediums, but those that can make their own future are simply geniuses. You choose a creature within range and openly predict what will happen to it. The prediction can only come true if you made preparations for it to work. For example, you have laid out a pit trap in the next town over, and you predict that the chosen creature will fall into a pit trap, then it eventually will fall into the pit trap that you have set up before. Parts of the chosen creature's life will slightly bend to make this divination happen, but the time required for it to come true is unknown. In addition, whoever has witnessed your prediction and interferes with the prediction, like killing the chosen creature or removing your preperations, is haunted by bad luck for the next month.
Level 9
Deadly Rays
Classes: Bard, Death Cleric, Sorcerer, Warlock, Wizard
School: 9th level Necromancy
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a well preserved eyestock of a beholder worth 1000g, which the Spell consumes)
Concentration: No
Duration: Instantenous
Output: Spellcard
Description: By mimicking one of the most powerful Spellcasting creatures outside of humanoids, you can creature devastating beams or destruction. Target up to 10 creatures and designate one of the following rays to each creature, with each ray only being assigned once.
Charm Ray. The designated creature has to succeed on a Wisdom saving throw or become charmed by you for the next hour. A creature charmed in this way does not loose the charmed condition if you deal damage to it.
Death Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, half as much on a success. If the hit creature fails and is reduced to 0 hit points, it instantly dies.
Disintegration Ray. The designated creature has to succeed on a Dexterity saving throw or take 20d6 force damage. If the hit creature is reduced to 0 hit points, it and everything nonmagical it was wearing or carrying is reduced to dust.
Enervation Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, and you restore hit points equal to the damage dealt.
Paralyzing Ray. The designated creature has to succeed on a Constitution saving throw or become paralyzed for the next minute. The paralyzed creature can repeat its Constitution saving throw at the end of each of its turns.
Petrification Ray. The designated creature has to succeed on a Dexterity saving throw. If the creature fails it begins to turn to stone and is restrained. It must succeed on a Constitution saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Spell greater restoration or other magic.
Sleep Ray. The designated creature has to succeed on a Wisdom saving throw or fall asleep and remain unconscious for the next hour. The target awakens if it takes damage from any other creature except yourself or another creature takes an action to wake it up. This ray has no effect on constructs and undead.
Slowing Ray. The designated creature has to succeed on a Wisdom saving throw or its movement speed is halved for the next hour. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The slowed creature can repeat its Wisdom saving throw at the end of each of its turns.
Telekinetic Ray. The designated creature has to succeed on a Strength saving throw or you can move it 60ft. in any direction of your choice, as it is held aloft by your ray. The hit creature is restrained by the ray's telekinetic grip for the next minute and can be moved by you 60ft. in any direction, using a bonus action, or using the same bonus action, you can deal 8d8 force damage to it. If the creature is at any point further than 120ft. away from you, this ray's effect ends.
Terror Ray. The designated creature has to succeed on a Wisdom saving throw or become terrified of the caster for the next minute. The terrified creature can repeat its Wisdom saving throw at the end of each of its turns.
Localized Worldview
Classes: Bard, Druid, Sorcerer, Wizard
School: 9th level Transmutation
Casting Time: 8 Hours
Range: Touch
Target: An ability, a creature, a feature, a spell or a weapon
Components: V, S
Concentration: No
Duration: Indefinite
Output: Spellcard
Description: You mentally or physically touch one of the possible targets, that this spell is able to manipulate. Over the course of eight hours, you begin to manipulate one aspect of the target, for instance you can change a creature from male to female, from humanoid to ooze, or maybe the fire damage type of the fireball Spell into cold damage, or the slashing damage type of the greataxe Weapon into acid damage. For all the possible aspects that can be change, its best to ask your DM about the extend of this Spell.
Majority Rules
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
School: 9th level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M(a preserved queen bee)
Concentration: Yes
Duration: 1 hour.
Output: Spellcard
Description: By the name of Ill'stran, all for one and one for all. Using an action, you target all willing allied creatures within range, including yourself, connecting all of them with one another. Each connected creature can speak telepathically to any creature within the link. In addition, whenever an ability check, attack, effect, hazard, perk or spell targets one creature, it technically targets all connected creatures. If the targeted effect is successful against more than half of the affected creatures, it goes through to the original target, otherwise it fails. For example, if a Weapon Attack against a connected target is made with a roll of 17, and the target's AC is 17, technically resulting in a hit, it instead compares the attack against all connected creatures, meaning if the constellation of six creatures ACs would be 17, 18, 18, 18, 22, 23, then that means the attack missed, likewise if the six creatures ACs was 11, 12, 14, 17, 18, 19, then the attack would still hit the target creature.
Power Word: Destroy
Classes: Bard, Sorcerer, Warlock, Wizard
School: 9th level Evocation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: Yes
Duration: Instantaneous
Output: Spellcard
Description: By the name of Gravia, let her words come true. Using an action, you utter the word and point at any non-magical object, not larger than colossal, and completely destroy it, turning it into nothing but dust. If the object was something like a house, it only destroys the house, nothing placed within it or arranged with it like a painting, unless it specifically invades the object like a nail, door, window, and so on.
If you target a creature with this Spell, the creature makes a Constitution saving throw. On a failure, you roll a number of D6 equal to the amount of times that their current hit points are divisible by 6 to the closest clean number(rounded up), and deal that much force damage to them. If they are killed by this Spell, their body is annihilated and their soul is destroyed alongside with it.
Cantrip
Blind
Classes: Sorcerer, Warlock, Wizard
School: Necromancy Cantrip
Casting Time: 1 Reaction
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: 1 turn
Output: Spellcard
Description: You cause a creatures eyes to blacken. When you are attacked by a creature within 30 feet of you that you can see, using your reaction, you can force that creature to make a Constitution saving throw. On a failure the creature becomes blinded until the end of its turn. An attacker that can't be blinded is immune to this feature.
The range of this Spell increases to 60ft. at 5th level, 90ft. at 11th level, and 120ft. 17th level.
Cold Shoulder
Classes: Bard, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With words or bodily motion, you make clear your disdain or disinterest to another creature within range, literally showing them the cold shoulder. The targeted creature has to make a Wisdom saving throw or take 1d10 cold damage, and additional 1d10 cold damage if the target is charmed by you.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Consume Benefits
Classes: Bard, Sorcerer, Warlock
School: Transmutation Cantrip
Casting Time: 1 Action
Range: Self
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Desperate times, require the hardiest stomachs. Using an action, you can end a beneficial Spell effect on you that is at least of the 1st Spell Level, gaining 1d12 temporary hit points, that don't stack with any other temporary hit points sources. You gain an additional 1d12 temporary hit points for each level above 1st.
This Spell's initial temporary hit points increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Earth Spike
Classes: Druid, Sorcerer, Wizard
School: Transmutation Cantrip
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By simple movements you shift the earth beneath your feet to spike outwards toward an enemy. Choose a creature within range, this creature has to make a Dexterity saving throw or take 1d12 Piercing damage. This Spell can only be cast on dirt, earth, sand or stone covered ground.
This Spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Smolder
Classes: Druid, Sorcerer, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: Touch or 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged and Touch Attack
Description: By infusing your hands with elemental force, you superheat them with the energy flowing outwards. You make a ranged or touch attack with your hand as you let the hear travel to a creature within range. On a hit, the creature takes 1d8 fire damage and becomes dazed until the end of their next turn, as the pain is instilled in their mind.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ventriloquism
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: Enchantment Cantrip
Casting Time: 1 Hour
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or cast again
Output: Spellcard
Description: You want to make the world a more fun place, by throwing your voice around magically or even get a voice in the first place by placing an enchantment on an object. Over the course of an hour, you enchant an object where one part of it can be visible perceived as a mouth, like a doll, puppet, figurine, etc. and make it magical. As long as this object is within 5ft. of you, you can project your voice through it instead of your own body. You can do so even if you are naturally mute or silenced by an effect, allowing you to cast Spells requiring Verbal components.
The range from which the enchanted object can be used to speak increases at higher levels. 10ft. at 5th level, 30ft. at 11th level, and 90ft. at 17th level.
Zap
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spell Description
Description: You fire an incredibly fast lightning projectile at a creature within range, making a Ranged Spell Attack. On a hit, you deal lightning damage equal to 1d8 + your Spellcasting modifier. In addition, this Spell's projectile, hit or miss, can't be countered, deflected, dispelled and it doesn't reveal your position if you do it out of a Stealth.
This Spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level 1
Crackling Jolt
Classes: Druid, Sorcerer, Warlock, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: You release a crackling streak of lightning towards a creature within range, making it unable to react. Make a Ranged Spell attack against the target. On a hit, the target takes 2d8 lightning damage and become dazed until the end of your next turn.
At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Detect Red and Rot
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Divider
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: 100ft., 15ft. high or 15ft. wide
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By making a slicing motion with any of your body parts, you create a strong wind able to cut through most surfaces. During the motion, you decide if you want to send out a 15ft. high air slash that has a 90° angle to the ground, or 15ft. wide air slash that runs parallel to the ground for 100ft. Regardless of the choice, each creature on the path of the air slash has to make a Dexterity saving throw or take 2d10 slashing damage.
At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the slashing damage increases by 1d10 or its height/width increases by an additional 60ft. for each slot level above 1st.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Heads or Tails
Classes: Bard, Sorcerer, Spellcasters with the Trait: Sin of Greed, Warlock
School: 1st level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: S, M(a gold coin, which the Spell consumes)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: By enhancing a coin with the power of chance, you leave it all up to luck if the Spell succeeds or not. You make a Ranged Spell attack against a creature within range, calling heads or tails, and dealing bludgeoning damage equal to 1 + your Spellcasting modifier on a hit. You then decide the outcome of the coin toss, by flipping a coin, if you are correct the coin grows at the feet of the hit creature, pushing it away 15ft. and dealing an additional 1d12 bludgeoning damage, reverting back to its original shape. If you miss your attack, the outcome of the coin toss, even if you are correct, does not trigger its secondary effect. In addition, hit or miss, whenever you call the correct side of the coin, you deal an additional 1d12 bludgeoning damage on a hit for each correct call after the first. The streak resets after calling it wrong once or missing your attack twice in a row.
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.
Mimic Projetile
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: Within 30ft. of you
Target: The same as the original projectile
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: By observing other creatures, you are pretty sure you can conjure up a similiar projectile, missile or magical effect that the creature has shown you by its own magical or physical prowess. You conjure an illusory creature, that looks similar to the original creator of the projectile you try to mimic, and replicate their Ranged Spell or Weapon attack and make it your own, using your Spellcasting modifier for the attack, but not for the damage as it deals the exact same damage the other creature did, targeting the same target they did. If the target of the previous projectile moved, this attack automatically fails.
Pop
Classes: Paladin, Sorcerer and Warlock
School: 1st level Necromancy
Casting Time: 1 Action
Range: 5ft. radius, self
Target: Creatures with blood
Components: S, M (a squeezeable object)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By concentration your will onto creatures around you, you make their blood vessels pop. Each creature within 5ft. of you, that can bleed, immediatly gains one level of bleed. Any creature further away than 5ft., can make a Constitution saving throw against this effect.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the level of bleed your inflict increases by 1 and your range increases by 10ft for each slot level above 1st.
Primer Stones
Classes: Cleric, Druid, Sorcerer, Wizard
School: 1st level Abjuration
Casting Time: 1 hour
Range: Touch
Target: A stone with a smooth surface
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Primer stones were once used to figure out the magical potential of children, and their magical specialty. You infuse a smooth stone surface with the rune of one of the schools of magic, excluding bloodmagic, over the course of an hour(can be done during a short rest with all the benefits). Besides the carving, you need to cast any kind of Cantrip or Spell, or be the target of a Cantrip or Spell, that fits that school of magic to prime the stone. Depending on the school of magic, it has different effects once primed, which are listed below. You can only create one primer stone per Spell level.
Abjuration. A creature can use its reaction to gain 1d8 temporary hit points.
Conjuration. A creature can use its reaction to teleport 30ft. to an unoccupied spot.
Divination. A creature can use its reaction to gain advantage on their next attack.
Enchantment. A creature can use its reaction to gain advantage on a saving throw that applies a condition.
Evocation. A creature can use its reaction to deal 1d8 additional damage with a Spell or Weapon attack.
Illusion. A creature can use its reaction to make the next attack miss if it is the target.
Necromancy. A creature can use its reaction to restore 1d8 hit points.
Transmutation. A creature can use its reaction to gain +2 until the start of its next turn, similiar to the Spell shield.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can etch an additional rune into the primer stone for each slot above 1st, which will only get primed if you fulfill both school of magic conditions.
Rust Metal
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action or Reaction
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, one minute
Output: Spellcard
Description: Through the creation of a small time pocket, you can wilt and wither away non magical metal. You touch an armor, shield or weapon made of metal, making a melee touch attack. If you hit, you reduce the AC of the armor or shield by 1 or reduce the damage done by a weapon by 1 for the next minute. You can also use your reaction to make the melee touch attack if a creature comes within range of you and fulfills the criteria above.
At Higher Levels: When you cast this spell using a Spell slot of 2nd level or higher, the reduction increases by 1 for every three slot levels above 1st. In addition, when you cast this Spell at 5th level, you can target magical armor and when you cast this Spell at 9th level and reduce the armor given or reduce the damage by equal or more to the weapon's damage die, the armor, shield or weapon is destroyed and turned to dust.
Sensory Overload
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, for a number of turns equal to your proficiency modifier
Output: Spellcard
Description: Knowing where to assault your target is very well known in both combat and magic, but sometimes the most unexpected places can have a great effect. You touch a creature's mind or body in a way they weren't ready to be touched, filling either their mind with pictures, visions and feelings or something inappropriate or perverted, distracting them or their body directly, forcing a reaction out of them from their intimate parts with a sensation shock. If the body is touched, they suffer 3d6 lightning damage and their movement speed is halved if they fail a Constitution saving throw, and if the mind is touched, they suffer 3d6 psychic damage and gain the winded condition if they fail a Wisdom saving throw. Either way, the secondary effect lasts for a number of rounds equal to your proficiency modifier, or until they use an action to succeed on a Endurance skill check against your Spellcasting DC.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level 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.
Trick Weapon
Classes: Bard, Sorcerer, Wizard
School: 1st level Evocation
Casting Time: 1 Reaction
Range: 100ft.
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: A masterful prank that could save someone's life. You target a creature within range, using a reaction, that is about to draw its weapon, nock an arrow or load any other kind of ammunition into a weapon. The creature has to make a Wisdom saving throw or draw an illusory piece of ammunition or weapon, making every attack an automatic miss. After it misses an attack, it can make an Investigation check against your Spellcasting DC at the end of its turn see through the illusion, on a failure the creature continues to perceive the illusion as reality.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places.
A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn.
At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Level 2
Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
A Stone's Throw Away
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: 2nd Level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to 10 minutes.
Output: Spellcard
Description: It is always good to plan ahead, whenever you encounter a dangerous situation. Using an action, you mark a number of stones equal to your Spellcasting modifier with a teleportation rune, which lasts for 10 minutes. Any time during those ten minutes, you or any other creature that has these stones can use their action to throw them in a direction of their choosing, whereupon the stone will fly for a calculated amount of time before landing and teleporting the creature that threw the stone to that location, dispelling the rune. The maximum distance thrown is calculated using the creature's Strength modifier(minimum of 1) x 15ft., and the creature can decide within the maximum distance where it wishes for it to land. The maximum number of rounds it takes for it to land is equal to the creature's Intelligence modifier(minimum of 1), and the creature can choose within the maximum number of rounds when it wishes for the stone to land. The thrown stone regards any surface as the landing area, and will arrive within the designated amount of rounds at the start of the creature's turn that threw it.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
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.
Fall into Place
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Abjuration, Ritual
Casting Time: 10 minutes
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: A way to invoke magic by lining up lines and objects to the right position, so it triggers magical ingenuity, similiar to a symbol Spell. You etch runes across a line into yourself or objects, which form a particular shape. Upon completion, you have one minute to disrupt the shape or otherwise the magic is used immediatly. The shapes and their effects are listed below.
Circle. Move an inscribed object or yourself, weighting no more than 300 pounds, 30ft. in the direction you were facing during the creation.
Oval. If its made with an opening, you blind every creature you can frame in the oval, otherwise its each creature that can see the oval shape. The creatures are blinded until the end of their turn.
Square. Create a temporary opening leading to the other side of the creature or object, without harming either. The opening remains for one minute and can't go farther than 5ft.
Triangle. Each creature and object within 100ft. of the triangle, weighting no more than 300 pounds, is lifted 15ft. into the air. The creatures are levitating until the end of their turn.
Lich's Mantle
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a humanoid skull)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You summon a necrotic shroud, that embraces you in form of a skeleton, as it protects you from other necromantic influences. You become immune to necrotic damage, and instead the damage being reduced, you regain hit points equal to the necrotic damage taken, and undead creatures ignore you as they can't sense you anymore. The shroud disappears after you have restored 20 hit points by taking necrotic damage or until one minute passes.
At Higher Levels. For each Spell slot above 2nd, the hit point threshold increases by 10 hit points.
Prop Weapon
Classes: Bard, Sorcerer, Wizard
School: 2nd Level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M (a toy sword)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: In secret, stashed away in a fake hilt or somewhere on your body, you are ready to conjure up the weapon you need. You conjure any mundane weapon into your hand, disregarding if you are proficient with it or not, and can use it disregarding your Strength or even size, but it still uses your corresponding Dexterity or Strength modifier for the attack, except the damage uses your Spellcasting modifier. You conjure up corresponding ammunition and anything else the weapons needs to function at the same time, being able to give it to other creatures as well, but once you or someone else misses an attack against any creature, that creature is aware that this is not a real weapon. Creatures can also use an Investigation check, using their action, to disbelief your prop weapon.
At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the modifier to attack and damage increases by 1 for every two slot levels above 2nd.
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.
Sickening Kiss
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to one minute
Output: Melee Spell Attack
Description: There is more than one way to spread diseases, why not be their catalyst? You make a Melee Spell Attack against a creature within range. On a hit, you apply the muddled, poisoned and sickened condition for the next minute, but if the creature already had any of these conditions or a disease, it takes poison damage equal to 4d12 + your Spellcasting modifier instead. At the start of an affected creature's turn, it can attempt to succeed on a Constitution saving throw against your Spellcasting DC and remove one of the conditions on a success.
At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
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.
Window of Opportunity
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a piece of glass you break as part of the Spell)
Concentration: No
Duration: Up to 10 minutes
Output: Ranged Spell Attack
Description: As the glass shatters, breaking into thousand pieces, you choose only the most dangerous looking ones to keep, as 10 shards of glass begin floating around you. You can use a bonus action to send one of these shards of glass streaking toward one creature or object within 120 feet of you. When you do so, make a Ranged Spell Attack. On a hit, the target takes 2d4 piercing damage and gains one level of bleed. Whether you hit or miss, the shard of glass is expended. The Spell ends early if you expend the last shard of glass.
If you have five or more shards of glass remaining, creatures that hit touch or hit you with a Melee Attack gain one level of bleed and one of the shards of glass is expended.
At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, the amount of shards of glass increases by 1 for each slot level above 2nd.
Level 3
Asphixiate
Classes: Druid, Sorcerer, Warlock, Wizard
School: 3rd level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: A creature that requires air to live
Components: S
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By manipulating the air within the lungs of a creature, that requires it to live, you can make it choke and suffer. You target a creature within range, forcing it to make a Constitution saving throw or start suffocating. A suffocating creature can't concentrate on any Spells or similar magical effects, it gains the silenced condition, its movement speed is halved and it fall unconscious after a number of rounds equal to its Constitution modifier + 1 if it is unable to breath in some air.
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.
Escalating Snowball
Classes: Bard, Druid, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft. x Strength modifier long and 5ft. x every 15ft. traveled wide(minimum of 5ft.) line, and an additional 10ft. length for each 5ft. of angled elevation
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Its just a harmless snowball, right? You send out a snowball that gets increasingly bigger the longer it travels. Each creature in the snowball's path has to make a Dexterity saving throw or take 5d4 cold damage, or half as much on a success. For each 10ft. travelled beyond the first 15ft. the snowball will deal an additional 2d4 bludgeoning damage, and after reaching at least a width of 10ft., it will sweep away small or tiny creatures that failed their Dexterity saving throw and take them along its path, medium creatures once it has a width of 15ft. and even large creatures if it has a width of 20ft. Creatures that are swept away by the snowball are freed once the snowball stops. The snowball stops once its travel distance is traversed, it travels along the ground and even uphill, but doesn't get additional acceleration besides its initial starting position, and stops immediately at objects larger than it or a wall.
Flesh to Bone
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft., 5ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: You summon a strong localized sandstorm on a point within range that you can see, forcing a Dexterity saving throw from each creature in a 5ft. radius originating from the sandstorm, as it tries to strip their flesh from their bodies. On a failure, the creature takes 4d4 slashing damage or 8d4 slashing damage if it wears nothing protective like armor or a carapace, and it becomes vulnerable to the next acid, cold, fire, necrotic or poison damage it takes. When a creature enters the Spell's area for the first time on a turn or starts its turn there, it has to make the Dexterity saving throw aswell. You can use an action to move the sandstorm up to 60ft.
At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage of both instances increases by 1d4 for each slot level above 3rd.
Inside Out
Classes: Sorcerer, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones or at least 5 Intelligence
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Crushing the insides of a creature in more than one way is very dangerous, and efficient. You can choose to either attack a creature mentally or physically, using an action, forcing its insides to pour out, be it deeply hidden memories or the organs beneath the skin.
Mental. The creature has to make a Wisdom saving throw or take 4d10 psychic damage and become stunned until the end of your next turn.
Physical. The creature has to make a Constitution saving throw or take 4d10 necrotic damage and gain one level of exhaustion. A creature can't gain more than three levels of exhaustion from any instance of this Spell.
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.
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.
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.
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.
Level 4
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.
Mirror Walk
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th level Conjuration
Casting Time: 1 Action
Range: 1000ft.
Target: -
Components: V, M (a mirrored surface the size of a hand mirror)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You teleport yourself from your current location to any other spot with a mirrored surface within range by going through a mirrored surface the size of at least a hand mirror. You arrive at another mirrored surface you have previously seen within range. You can bring along objects as long as their weight doesn't exceed what you can carry. If any of the mirrored surfaces you enter and exit from are cracked or other damage, you take 4d6 piercing damage for each broken mirrored surface.
Power Word: Nude
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th Level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Removing the protection a creature holds dear can be an awarding endeavor, and sometimes the humiliation crushes the spirit of your enemy as you utter this word. You utter a word of foul and profane language, that strips even the most armored creatures barebone. If the targeted creatures wears, not carries, non magical equipment worth at most 500 gold pieces, all of that equipment vanishes and is immediatly flung into the air and will slowly descend next to the creature, leaving it unable to defend itself, unless it carried something in advance.
Subtle Change
Classes: Bard, Sorcerer, Warlock
School: 4th level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: S
Concentration: No
Duration: Until disbelieved or dispelled
Output: Spellcard
Description: This Spell could help your anxiety go away, or expose you in the worst possible moment. During the casting of this Spell, you imagine something on your body, that you don't have, be it draconic wings, reptile scales, lucious locks of hair, etc., as long as it can perceived on your body, it is possible, and your imagination becomes true at the end of the casting of this Spell. You are aware that this is an illusion, but as long as someone else believes this to be a real part of your body, it functions as that very thing. The illusion persists as long as other people believe it to be true, until it is disbelieved by a suspicious creature making an Investigation check against your Spellcasting DC or until it is dispelled.
Windcutter
Classes: Druid, Ranger, Sorcerer, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With enough magic you can cut through the air creating precise and powerful slashes of distorted air. You make four Ranged Spell attacks against creatures within range, you can't target the same creature twice, and deal slashing damage equal to 3d10 + your Spellcasting modifier.
At Higher Levels: When you cast this Spell using a Spell slot of 5th level or higher, you gain one additional attack for each slot level above 1st.
Level 5
Air of Stillness
Classes: Druid, Sorcerer, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: 60ft., 15ft. radius around point
Target: A point within range
Components: V, M(a snowglobe)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Briefly, you can stop all motion within a specific area. Choose a point within range, each creature within it has to make a Strength saving throw or become pinned. Successful or not, creatures begin to suffocate within the radius as air can't be inhaled or exhaled. Every projectile released within or entering from the outside is frozen in time and keeping their original velocity, including magical projectiles, not pinned creatures entering ending their turn within the radius have to make the saving throw. A pinned creature can repeat its saving throw at the end of its turn, except when it failed it already during its turn.
Condense Air
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Touch, 30ft. radius centered on self
Target: -
Components: S
Concentration: No
Duration: Up to one minute
Output: Melee Spell Attack
Description: By gathering the nearby air around you and forcefully condensing it into a small high pressured orb, you create a dangerous weapon. You manifest an orb of condensed pressured air, using an action, that can last for a minute or whenever you use one of its two functions, listed below
Release. You release the condensed air in a 30ft. radius centered on yourself, forcing each creature within range to make a Strength saving throw or be pushed back 30ft. away from you and be knocked prone. On a success the creatures are still pushed 10ft., but are not knocked prone.
Send Off. You make a Melee Spell attack against a creature within range, pushing it 120ft. away from you. In addition, the creature breaks any object on its path that isn't made of solid metal, anything of equal hardness or two size catergories larger than the creature itself, taking damage equal to a number of D6s for each 10ft. pushed on each impact against a creature or object. If the creature hits another creature on its path, this new creature has to make a Dexterity saving throw against your DC or take the same damage as the pushed creature would impacting against anything.
Deconstruct
Classes: Druid, Sorcerer, Warlock, Wizard
School: 5th level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones
Components: S, M(a jar of termites)
Concentration: Yes
Duration: One round
Output: Spellcard
Description: The frailty of all bone based creature is revealed to you, as you deconstruct its very nature. You target a creature within range, using an action, it has to make a Constitution saving throw of become vulnerable to bludgeoning, piercing and slashing damage, including creatures with immunity, and gain disadvange on all Strength checks and saving throws, until the end of your next turn
Old Friend
Classes: Bard, Sorcerer, Warlock, Wizard
School: 5th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Often times you realize potential in a creature or person, but the time to harvest is not now. By touching a creature and knowing its name, you can mark it with a magical charm, forcing it to make a Wisdom saving throw or become marked by this Spell. Success or failure, a marked creature is not aware that it is marked and is unaware of any other effects surrounding the Spell. Whenever thereafter, you can use an action to activate the mark and instantly make the creature charmed by you for the next 24 hours. It will address and see you as an old friend and would love to catch up, or help you out in one way or another. Creatures that are immune to the charmed condition are unaffected by the Spell, and you can't successfully mark a creature twice with this Spell.
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.
Suspense
Classes: Bard, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a blindfold)
Concentration: No.
Duration: Up to a number of rounds equal to your proficiency modifier.
Output: Spellcard
Description: By the name of O'nium, they never see it coming. Using an action, you cast an additional Spell as part of the action, expending all required and additional ressources as needed for the casting of this additional Spell, delaying it until the moment is right. At any point and or during any turn within the duration, you can activate this Spell and cast the additional Spell from the position of any creature that saw you cast Suspense. Each creature who is the target of the additional Spell has to make a Dexterity or Wisdom saving throw or gain the surprised condition for the additional Spell. If you never activate this Spell manually, it activates at the last possible moment at random.
Level 6
Suffocation Sphere
Classes: Druid, Sorcerer, Warlock, Wizard
School: 6th Level Transmutation
Casting Time: 1 Action
Range: 90ft.
Target: -
Components: V, S, M(an item that holds an interdimensional space worth at least 500 gold, like a bag of holding)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You conjure up a sphere of distorted air with a 10ft. radius at a point you can see within range. The sphere can hover but no more than 15ft. off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a success the creature is ejected in a direction of its choosing. A Gargantuan or larger creature succeeds on the saving throw automatically. On a failed save, a creature is suffocating inside the sphere and is engulfed by a vaccum. At the start of its turn, a suffocating creature takes 4d8 necrotic damage and can repeat the saving throw as an action to escape the sphere, ending the effect on itself on a success and being ejected out in a direction of the creature's choosing. Suffocating creatures can not speak, cast spells that require verbal components or concentrate on any spell. A creature becomes unconscious, if they are engulfed in the sphere a number of rounds equal to their Constitution modifier(a minimum of 1), but continue to take the damage each turn without waking up from it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 15ft. above the ground. Any creature by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, any creature engulfed by the sphere is knocked prone in the space where it falls.
At Higher Levels. When you cast this Spell using a Spell slot of 7th level or higher, the radius increases by 5ft. for every Spell level above 6th.
True Intention
Classes: Bard, Sorcerer, Warlock
School: 6th level Divination
Casting Time: 1 Bonus Action
Range: Range of Action
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You know that your aim is true, your intentions are clear and precise. You dedicate a location were a projectile, spell or weapon attack is supposed to land, and it will do so. If it had to travel through a creature or object to do so, it did, as it has already happened. No attack, saving throw or anything else that would be required to land a hit needs to be rolled.
Level 7
Adapting Armor
Classes: Druid, Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: A coat of protective, sentient armor begins to cover you, ignoring any other AC bonuses you have and replacing them with itself. Whenever you take damage from a hostile creature during any turn besides your own, your AC increases by 1, as the armor adapts to the incoming damage. This armor can adapt a number of times per turn equal to your Spellcasting modifier. Once you reach an AC of 30, you become immune to all damage until the end of the next turn of the creature that made it 30, reducing it by 10.
Copycat
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Reaction
Range: 120ft.
Target: A creature's turn you have witnessed
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: They say mimikry is the highest form of flattery, but more often than not its just better than whatever you could provide. Whenever a creature finishes their turn, using a reaction, you summon an illusion that will perfectly copy their last turn. It will appear in the space it originally started its not, not occupying any space it moves through, and doing the exact same actions it did, including the usage of items, Spell slots and other ressources. The only difference in this turn is that the illusion uses your Spellcasting modifier for its Attacks and Spells.
Deathmark
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th level Divination
Casting Time: 1 Action
Range: 300ft.
Target: -
Components: S
Concentration: Yes
Duration: 3 Rounds
Output: Spellcard
Description: Death comes for us all, sometimes creatures need a little nudge in the right direction to achieve it a bit quicker. You mark a creature within range for death, using an action, which immediatly makes it aware of your presence, disregarding the distance between you and it, as it fears for its life, knowing that death is coming. At the start of your turn after three rounds have passed and you are still concentrating on it, you deal 20d4 + 20 psychic damage to the creature.
At Higher Levels. When you cast this Spell using a Spell slot of 8th level or higher, the rounds required are reduced by one for each slot level above 7th.
Mirage Army
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Action
Range: Self, 25ft. square centered on you
Target: -
Components: V
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Hiding in a crowd was always an effective method to avoid confrontation. You summon illusory copies of yourself in every unoccupied space within range. You are considered to be in any of these spaces, where your illusory copies are. Whenever you are hit by an attack made by another creature, you magically swap positions with one of these illusory copies and they vanish upon taking damage from the attack. You automatically fail your saving throw against effects and Spells that would damage multiple illusory copies, like the Spell fireball, but none of your illusory copies vanish because of the damage taken. Whenever you move, each illusory copy moves in the same direction as you if able, and they will climb, jump over and or trigger attacks of opportunity as you do.
Multi-Shield
Classes: Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Reaction
Range: Self, 120ft.
Target: -
Components: V, S
Concentration: No
Duration: Up to 1 minute
Output: Spellcard
Description: An invisible barrier of magical force appears and protects you or another creature within range. Until the end of combat or until one minute has passed, you or the targeted creature have a +5 bonus to AC, including against the triggering attack, and you take no damage from the Spell magic missile. A friendly creature can use their reaction in a similar manner as you did to transfer the Spell to them, as long as they are within 120ft. of the current holder of the Spell. This effect does stack with the Spell shield.
Overcharge
Classes: Druid, Sorcerer, Warlock, Wizard
School: 7th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(some form of steroids)
Concentration: No
Duration: Instantaneous, up to 1 minute
Output: Spellcard
Description: Sometimes your Spellcasting capabilities aren't enough, and you have to use your physical prowess to end it...with a little magical boost. By magically enhancing drugs or similar substances and injecting them into one of your limbs. Your Strength becomes 40 and the chosen limb swells up massively, allowing you to make an unarmed attack with that limb, dealing 40 bludgeoning damage on a hit, doubling all damage modifiers that you apply to that attack. After a successful unarmed attack with the swollen limb, the magic instantly fades, shattering all your bones in that limb and making it unusable until someone casts the Spell regeneration on it, or you finish a long rest. The Spell lasts for 1 minute if you haven't hit a creature yet, and the 40 Strength only apply to activities that use that limb and its unarmed attacks.
Power Word: Love
Classes: Bard, Sorcerer, Warlock
School: 7th level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Instantaneous, until dispelled
Output: Spellcard
Description: Many would say that love can come from just a glance, years of being together, but the most powerful arcane Spellcasters can often only find it through mental manipulation or by perverting the laws of the world, this Spell is no different. You target a creature within range, depending on its passive Insight against your Spellcasting ability, this Spell has varying effects.
- Lower. The creature is charmed by you for the next 24 hours.
- Lower by 5 or more. The creature is no longer charmed, but magically intruiged by you as a person and seeks to know you better.
- Lower by 10 or more. The creature believes you to be a love interest and would make attempts to make you theirs.
- Lower by 15 or more. The creature has completely fallen for you and would do anything to be yours.
Trace and Track
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
School: 7th level Conjuration
Casting Time: 1 Minute
Range: 30ft.
Target: An area with recent relocation
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: When your counterspell fails and the creature or villain is able to teleport away, avoiding your grasp, it becomes impossible to follow them...or does it? Whenever a Spell or other magical effect has relocated, teleported or otherwise displaced one creature or multiple creatures, using your action, you can begin to track down the creature's location as long as one minute has not passed after they have been relocated. After this Spell's casting time has concluded, you open a rift for the next 10 minutes that can be traversed by a number of creatures equal to the number of creatures relocated by the previous relocation effect, allowing you to follow them.
Level 8
Cauldron of Nothing
Classes: Druid, Sorcerer, Warlock, Wizard
School: 8th level Transmutation
Casting Time: 1 Action
Range: 60ft. radius circle adjacent to you
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: The earth melts beneath your magical prowess. You a point in front of you, creating a 60ft. radius circle that turns the earth and stone beneath it into treacherous acid, which has the same depth as the radius of the circle at its center, creating an acid pool dome. Each creature inside the area has to make a Dexterity saving throw if there is an object nearby or sink 5ft. into the acid pool automatically. Objects that were originally standing on ground, begin to sink 5ft. per round and can be used to hold onto when making the Dexterity saving throw. A creature starting their turn in that acid takes 8d4 acid damage and becomes covered in acid. A creature covered in acid takes another 8d4 acid damage at the end of their turn and their AC is reduced by an amount equal to your Spellcasting modifier, unless they spend an action to remove it. Every 15ft. of movement spend inside the acid deals an additional 8d4 acid damage, and if no movement is spend inside the acid pit, a creature sinks 15ft. into it and starts suffocating. Once the Spell ends, all creatures and objects are ejected to a place where they used to be at various stages of corrosion. A creature covered in acid is still covered in acid even if the Spell ends.
Face of Terror
Classes: Bard, Sorcerer, Warlock
School: 8th level Enchantment
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M(a mask you carved yourself)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: By presenting the mask of terror, you place it on your face as it violently fuses with it, creating a performace of pure dread and terror. Using an action, each designated creature within 120ft. of you has to make a Wisdom saving throw or become terrified of you for the duration of the Spell. A creature immune to the frightened condition will become frightened if it fails its Wisdom saving throw, as this Spell ignores its immunity, but it won't become terrified. Whenever you take damage from a terrified creature, each terrified creature can repeat its Wisdom saving throw at the start of their next turn.
Forging the Future
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 8th Level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: No
Duration: Until dispelled, or the divined effect occured
Output: Spellcard
Description: Some people capable of divination are often seen as frauds or fake mediums, but those that can make their own future are simply geniuses. You choose a creature within range and openly predict what will happen to it. The prediction can only come true if you made preparations for it to work. For example, you have laid out a pit trap in the next town over, and you predict that the chosen creature will fall into a pit trap, then it eventually will fall into the pit trap that you have set up before. Parts of the chosen creature's life will slightly bend to make this divination happen, but the time required for it to come true is unknown. In addition, whoever has witnessed your prediction and interferes with the prediction, like killing the chosen creature or removing your preperations, is haunted by bad luck for the next month.
Level 9
Deadly Rays
Classes: Bard, Death Cleric, Sorcerer, Warlock, Wizard
School: 9th level Necromancy
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a well preserved eyestock of a beholder worth 1000g, which the Spell consumes)
Concentration: No
Duration: Instantenous
Output: Spellcard
Description: By mimicking one of the most powerful Spellcasting creatures outside of humanoids, you can creature devastating beams or destruction. Target up to 10 creatures and designate one of the following rays to each creature, with each ray only being assigned once.
Charm Ray. The designated creature has to succeed on a Wisdom saving throw or become charmed by you for the next hour. A creature charmed in this way does not loose the charmed condition if you deal damage to it.
Death Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, half as much on a success. If the hit creature fails and is reduced to 0 hit points, it instantly dies.
Disintegration Ray. The designated creature has to succeed on a Dexterity saving throw or take 20d6 force damage. If the hit creature is reduced to 0 hit points, it and everything nonmagical it was wearing or carrying is reduced to dust.
Enervation Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, and you restore hit points equal to the damage dealt.
Paralyzing Ray. The designated creature has to succeed on a Constitution saving throw or become paralyzed for the next minute. The paralyzed creature can repeat its Constitution saving throw at the end of each of its turns.
Petrification Ray. The designated creature has to succeed on a Dexterity saving throw. If the creature fails it begins to turn to stone and is restrained. It must succeed on a Constitution saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Spell greater restoration or other magic.
Sleep Ray. The designated creature has to succeed on a Wisdom saving throw or fall asleep and remain unconscious for the next hour. The target awakens if it takes damage from any other creature except yourself or another creature takes an action to wake it up. This ray has no effect on constructs and undead.
Slowing Ray. The designated creature has to succeed on a Wisdom saving throw or its movement speed is halved for the next hour. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The slowed creature can repeat its Wisdom saving throw at the end of each of its turns.
Telekinetic Ray. The designated creature has to succeed on a Strength saving throw or you can move it 60ft. in any direction of your choice, as it is held aloft by your ray. The hit creature is restrained by the ray's telekinetic grip for the next minute and can be moved by you 60ft. in any direction, using a bonus action, or using the same bonus action, you can deal 8d8 force damage to it. If the creature is at any point further than 120ft. away from you, this ray's effect ends.
Terror Ray. The designated creature has to succeed on a Wisdom saving throw or become terrified of the caster for the next minute. The terrified creature can repeat its Wisdom saving throw at the end of each of its turns.
Localized Worldview
Classes: Bard, Druid, Sorcerer, Wizard
School: 9th level Transmutation
Casting Time: 8 Hours
Range: Touch
Target: An ability, a creature, a feature, a spell or a weapon
Components: V, S
Concentration: No
Duration: Indefinite
Output: Spellcard
Description: You mentally or physically touch one of the possible targets, that this spell is able to manipulate. Over the course of eight hours, you begin to manipulate one aspect of the target, for instance you can change a creature from male to female, from humanoid to ooze, or maybe the fire damage type of the fireball Spell into cold damage, or the slashing damage type of the greataxe Weapon into acid damage. For all the possible aspects that can be change, its best to ask your DM about the extend of this Spell.
Majority Rules
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
School: 9th level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M(a preserved queen bee)
Concentration: Yes
Duration: 1 hour.
Output: Spellcard
Description: By the name of Ill'stran, all for one and one for all. Using an action, you target all willing allied creatures within range, including yourself, connecting all of them with one another. Each connected creature can speak telepathically to any creature within the link. In addition, whenever an ability check, attack, effect, hazard, perk or spell targets one creature, it technically targets all connected creatures. If the targeted effect is successful against more than half of the affected creatures, it goes through to the original target, otherwise it fails. For example, if a Weapon Attack against a connected target is made with a roll of 17, and the target's AC is 17, technically resulting in a hit, it instead compares the attack against all connected creatures, meaning if the constellation of six creatures ACs would be 17, 18, 18, 18, 22, 23, then that means the attack missed, likewise if the six creatures ACs was 11, 12, 14, 17, 18, 19, then the attack would still hit the target creature.
Power Word: Destroy
Classes: Bard, Sorcerer, Warlock, Wizard
School: 9th level Evocation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: Yes
Duration: Instantaneous
Output: Spellcard
Description: By the name of Gravia, let her words come true. Using an action, you utter the word and point at any non-magical object, not larger than colossal, and completely destroy it, turning it into nothing but dust. If the object was something like a house, it only destroys the house, nothing placed within it or arranged with it like a painting, unless it specifically invades the object like a nail, door, window, and so on.
If you target a creature with this Spell, the creature makes a Constitution saving throw. On a failure, you roll a number of D6 equal to the amount of times that their current hit points are divisible by 6 to the closest clean number(rounded up), and deal that much force damage to them. If they are killed by this Spell, their body is annihilated and their soul is destroyed alongside with it.
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