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Transmogrify

Transmutation
cantrip

Bard/ Druid/ Sorcerer/ Warlock/ Wizard

Casting time: 2 basic actions


Range:

Touch

Components: S, M(10gp), F(2 sets of clothes, 2 sets of armor, or 2 weapons)


Duration:

3 rounds

Be able to change the appearance of your clothes, armor, or weapons You sit down and
start the ritual. You place the two suits of armor or two weapons in front of you. You
make a decagon around the armor with the ten gold pieces. You stand outside the circle
and focus your energy towards the armor/weapons. You touch the first suit of armor, the
one that you want the other suit to look like (copy). Then, you touch the second one, the
suit you want to look like the first one (paste). You then stand up and raise arms up high
and close your eyes. The gold becomes connected by blue flames. Suddenly, it all
disappears. Except for the two set of armor/weapons. You now have a different
appearance on your armor/weapon. This only works if it is the same type of armor (light,
medium, heavy) or weapon (Shortsword, Longsword, Longbow). If you try to do this
with two different sets of armor/weapons, they both erupt in flames and lose 2
AC/Damage. Works on clothes if they are both made out of the same material.
Ice Ward
1level Abjuration
Casting time:
Range:
Components:
Duration:

Sorcerer/ Warlock/ Wizard


Reaction
Self
V,S,M (A Shard of Ice inside a Tiny Glass Sphere)
Instantaneous

You throw up your hands as you are attacked, and icy symbols protect you from harm and
slow your assailants.
You throw up your hands as you are attacked, and icy symbols protect you from harm and
slow your assailants. You gain resistance to slashing, piercing, and bludgeoning damage
until the beginning of your next turn. However, you also gain vulnerability to fire damage
until the beginning of your next turn. If you cast this spell in response to a melee attack,
the attacker cannot move until the turn after it's next turn.
Magical Deflect
1stlevel Abjuration

Bard/ Warlock

Casting time:
Range:
Components:
Duration:

1 action
Self
S
1 round

Enhance your reflexes to deflect melee weapons.


On your turn, you ready yourself for a melee attack, gaining one of the following benefits
(your choice):
You have a +3 bonus to AC until the start of your next turn.
You can add double your proficiency bonus to any Dexterity saving throws you make
until the start of your next turn.
Magical Parry: Until the start of your next turn, if someone attacks you, you can use
your reaction to make a magical parry. Instead of using your AC, make a melee
spell attack roll. If your attack roll is lower than the opponents, you take damage
as normal. If your roll is higher, you deflect the full damage of the attack.
Additionally, if you roll a natural 20 on your attack roll, you knock the opponent's
weapon out of their hands. The DM decides how far it flies and in what direction.
If your roll is equal to the opponent's, make a Strength check contested by an
opponent's Strength check. If you win, your opponent takes 1d4 damage, and if
you lose, you take 1d4 damage.
Promised Walk of peace
1-level abjuration
Casting time:
Range:
Components:
Duration:

Cleric/ Druid/ Ranger/ Warlock


1 action
50ft radius centered on caster
S,V
5 rounds (save ends)

You pray to your gods and your enemies are hobbled

All creatures in the area are slowed (1/2 movement speed), and may attack more than
once each turn (such as with bonus attacks, reactions, or the extra attack feature).
Effected Creatures may roll a constitution save to end the effect at the end of their turn.
At Higher Levels. When you cast this spell using a spell slot of level 2 or higher you
may choose one creature other yourself in the spell's area of effect per extra spell slot and
cause the spell to not affect that creature
Armor of Othrys

1level Abjuration
Casting time:
Range:
Components:
Duration:

Paladin/ Warlock
1 action
Self
(a single flaming torch)
1 hour

You cover yourself with an aura that resembles a moving magma.


A protective magical force surrounds you, manifesting as a spectral magma that covers
you and your gear. You gain 1 temporary AC for the duration. If a creature hits you with a
melee attack while you have the extra AC, the creature takes 5 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your
temporary AC increase by 1 and the fire damage increase by 5 for each slot level above
1st.
Frozen Defenses
5level
Abjuration

Sorcerer/ Wizard/ Warlock

Casting time:1 Reaction, which you take when you are hit by an attack
Range:

Self

Components:V,S,M (A tiny silver figurine, worth at least 50 gp, which the spell consumes.)
Duration: Instantaneous
You become a statue of ice for a few seconds, nullifying oncoming attacks and chilling
nearby creatures to the core.
You become a statue of ice. Until the beginning of your next turn you are petrified and
have vulnerability to fire damage. This damage resistances from being petrified apply
against the triggering attack.
In addition, each creature within 10 feet of you must make a Constitution Saving Throw.
The creature that struck you has disadvantage on this saving throw. On a failure, the
creature takes 6d6 cold damage, and cannot move. The creature can repeat this saving
throw at the beginning of each of its turns to restore its ability to move.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the
damage increases by 1d6 for each slot level above 5th.
Durnash's Flames
5level
evocation

Warlock

Casting 1 reaction, which you take when a creature within 60 feet of you that you can see
time:
takes damage
Range:

60 feet

Componen
V, S
ts:
Duration: Instantaneous
The creature that took damage is wracked with flames of intensity proportional to its
pain. The target must make a Constitution saving throw. It takes fire damage equal to the
triggering damage on a failed save, or half as much damage on a successful one.
Riddle
5th-level Conjuration
Casting time:
Range:
Components:
Duration:

Bard/ Sorcerer/ Warlock/ Wizard


1 action
Self (40-foot radius)
V
Concentration, up to 1 minute

You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a
conduit for its power as you speak out a complex riddle. Creatures that cannot hear you
or do not have a spoken language are unaffected; however a creature understands the
riddle even if it cannot understand your language, so long as it has at least one spoken
language. Until a creature answers the riddle correctly by succeeding on an Intelligence
save, it is subject to the crushing otherworldly presence of the being whose power you
have called upon. On a successful save, a creature takes 2 d6 psychic damage from the
brush of the vast otherworldly intellect.
On a failed save, the creature becomes stunned for the duration. At the start of each of the
creatures turns before the spell ends, the creature takes 4 d10 psychic damage, and can
make another saving throw. On a successful save, the spell ends.
Fallen Meteor
5-level
Evocatio Sorcerer/ Warlock/ Wizard
n (ritual)
Casting
1 action
time:
Range: 300 feet.

Compon V,S,M (a piece of rock taken from a earth elemental, a piece of of ember from a fire
ents: elemental, which the spell consumes)
Duration
Instantaneous
:
A bright streak of light that appears in the sky when a meteorite is heated to
incandescence in the atmosphere. Your spell conjures a 5 ft. wide chunk of burning rock
from the sky. Each creature within a 10 ft. radius of the impact must make a Dexterity
saving throw; on a failed save, the creature takes 8d6 bludgeoning or fire damage (your
choice) and is knocked prone. On a successful save, the creature takes half as much
damage.
As Ritual. When casting this spell as a ritual, the size of the meteor increases to 30 ft.
and the impact radius increses to 60 ft. Each creature within the impact area must make a
Dexterity saving throw; on a failed save, the creature takes 12d6 bludgeoning or fire
damage (your choice) and is knocked prone, deafened, and falls unconscious. On a
successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you
spell increases the size of the meteor by 5 ft. and the the impact radius increases by 20 ft.,
and the damage increases by 2d6 for every level above 5th
Magnetic Field
6th-level
Transmutation
Casting time:
Range:
Components:
Duration:

Sorcerer/ Warlock/ Wizard


1 action
Self
V, S, M (a small magnet, or a pinch of iron filings)
Concentration, up to 1 minute

For the duration, you can manipulate nearby magnetic fields to create a variety of
powerful effects. You use magnetic force to steer blades and arrows past you, giving you
+2 AC against metal weapons. Additionally you can attempt to catch a metal projectile
with magnetism: you can use your reaction to deflect or catch the missile when you are
hit by a ranged metal weapon attack. When you do so, the damage you take from the
attack is reduced by 2 d10 + your spellcasting ability modifier. If you reduce the damage
to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you
can make a ranged attack with the weapon or piece of ammunition you just caught, as
part of the same reaction. You make this attack with proficiency, regardless of your
weapon proficiencies, and you add your spellcasting ability modifier to the attack and
damage rolls for the attack.
When you cast the spell and as your action on each turn until the spell ends, you can

produce one of the following effects:


Attract. Unattended metal objects in a 30-foot sphereincluding weapons, armor, and
anything made primarily out of metalare pulled violently toward you, stopping just
short of your space and falling harmlessly to the ground. Loose objects weighing more
than 500 pounds are not affected.
A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal
object must succeed on a Strength save or be dragged 5 feet closer to you in a straight
line. A creature can drop a metal object it's holding as a free action to avoid the effect if
it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an
additional 5 feet closer for every increment of 5 by which they failed their saves. Moving
away from you counts as difficult terrain.
Repel. This functions identically to the attract effect, except creatures and objects are
pushed away from you in a 30-foot sphere. You can instead choose to focus your
magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and
affected creatures and objects up to 1000 pounds move away from you at 30 feet per
round. Creatures must succeed on a Strength check against your spell save DC to move
towards you along the line, and doing so counts as difficult terrain.
Disarm. You can focus your magnetic power down to affect a single metal object,
disarming a creature within 30 feet. Make a spellcasting ability check against a creatures
Strength check; if you succeed, the opponents weapon or an item of equipment not
secured to their person is pulled from their grasp. If you have a free hand, the item is
pulled into your grasp.
Gorgon's Glare
7th-level
Illusion

Sorcerer/ Warlock/ Wizard

Casting time: 1 action


Range:

Self

Components: V, S, M (a chip of a petrified creature and a piece of snakeskin)


Duration:

Concentration, up to 1 minute

You create a horrifying illusion, changing your face to that of a horrifying monster. Your
hair appears to be composed of snakes and your face looks reptilian. Your eyes turn a
deep, serpentine gold.
When a creature that can see your eyes starts its turn within 40 feet of you, you can force
it to make a Constitution saving throw if you aren't incapacitated and can see the creature.
If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a
creature that fails the save begins to turn to stone and is restrained. The restrained
creature must repeat the saving throw at the end of its next turn, becoming petrified on a
failure or ending the effect on a success. The petrification lasts until the creature is freed
by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its
turn. If the creature does so, it can't see you until the start of its next turn, when it can
avert its eyes again. If the creature looks at you in the meantime, it must immediately
make the save. A creature can use its action to make an Intelligence (Investigation) check
to disbelieve the illusion, at which point the horrifying visage becomes faint and
transparent, but cannot avert its eyes if it does this. Creatures with truesight are
unaffected by this spell.
If you see yourself reflected on a polished surface within 30 feet of it and in an area of
bright light, you may make an Intelligence save to recognize its your own illusion; on a
failed save, you are affected by your own gaze.
Substitution
8-level
Necrom Sorcerer/ Warlock/ Wizard
ancy
Casting
1 Hour
time:
Range: Touch
Compo V, S, M (A Piece of artwork that resembles the spells target, and is worth at least 1,000
nents: gp. Sacrificing the life of a Good Aligned Creature)
Duratio
10 years
n:
A way to cheat death, at the cost of your very soul. As the spell is cast, the target must
choose how many HD he wishes to Sacrifice to the spell. Every chosen HD is locked, and
cannot be spent on healing. The power of this spell increases with every HD spent, as
shown below. The spell slot used cannot be regained for 1x 'Number of Sacrificed HD'
Tendays.
After the spell has been cast and the sacrifice made, the caster and target must both make
a Charisma Saving Throw or have their alignment changed to Evil, if they weren't
already.
The spell creates a link between the target and the piece of artwork that the spell requires.
This link only works if the two are on the same plane. If either move to a different plane,
then the effects of this spell are suppressed until they return. If they are on two different
planes for more than 10 days the spell ends.
1 HD, The target cannot age, or die from natural causes.
2 HD, The target does not suffer from illness, addiction, or disease and does not scar from
injuries.
3 HD, The target does not suffer extra damage from Critical hits against it.
4 HD, The target is constantly under the affect of Regenerate and restores all limbs that

may have been lost prior to the spell's casting.


5 HD, The target is also Resistant to Bludgeoning, Piercing, and Slashing Damage from
non-magic non-silvered weapons, and Immune from Necrotic Damage.
For the Duration of the spell the Art Object will alter in appearance in accordance to how
the target is damaged. (i.e. will receive scars where the target is damaged, will decay as
the target was supposed to age, will lose limbs that would have been lost by the target
etc.)
If the Art Object is ever destroyed the spell ends, all physical deformities, aging, diseases,
illnesses and addictions that were suppressed by the spell immediately come into effect,
and the target suffers 'Number of Sacrificed HD' x 10 Necrotic Damage.
On the anniversary of the spells casting the target must make a DC 15 + years cast
Charisma Saving Throw. On a failure the Target's Alignment is shifted to Evil, if not
already.
Eversion
9-level
Transmutation
Casting time:
Range:
Components:
Duration:

Sorcerer/ Warlock/ Wizard


1 action
30 ft.
V, S, M (a humanoid skull, which the spell consumes)
Instantaneous

With a single gesture, you turn the enemy inside out. When you cast the spell on a living
target, it must succeed on a Constitution saving throw. On a successful save, the target's
hit point maximum is halved. On a failed save, the target turns inside out and dies. If the
spell is used against an object, it fails the saving throw automatically, and is destroyed.
This spell does not work on Constructs.
Barrier
abjuration cantrip Bard/ Cleric/ Druid/ Sorcerer/ Wizard
Casting time:
Range:

1 reaction, which you take when you are hit by an attack


self

Components:

V,S,M

Duration:

1 round

A small barrier of magical force protects you. After the triggering attack hits and deals
damage you gain +2 AC and resistance to force damage until the end of your next turn.

Claws of the Dragon


Transmutation cantrip
Casting time:
Range:
Components:
Duration:

Sorcerer
1 bonus action
Self
S
10 minutes

Using your sorcerous bloodline you can grow a set of menacing claws with which to
damage your foes. You grow a set of claws from each hand. These claws have the light
and finesse weapon properties and deal 1d6 slashing damage on a successful hit. You can
make 2 attacks as if you were wielding 2 one handed weapons. You may dismiss these
claws as a free action. At 5th level these are considered magical weapons for the purpose
of damage resistance and damage immunity. At 11th level you may treat these weapons
as Flame Tongue weapons but they deal an additional 1d6 damage instead of 2d6 damage
and the damage type is your Dragon Ancestor damage type. The Flame Tongue effect
increases to 2d6 damage at 17th level.
Flash Sweat
1-level abjuration
Casting time:

Druid/ Sorcerer/
Wizard
1 action

Range:

self

Components:

V,S

Duration:

10 minutes

You produce a burst of localized heat, drenching you in sweat. For the duration of the
spell when you take fire damage, roll 1d10. The damage you take is reduced by that
amount. If the damage is reduced to 0, you gain 1 temporary hit point. In addition, you
have disadvantage on Charisma checks for the duration.
Force Blade
1st-level Conjuration
Casting time:

Bard/ Sorcerer/
Wizard
1 action

Range:

Self

Components:

V, S

Duration:

1 minute

You call a 3 foot long plane of force into existence at the end of your outstretched arm.
The plane of force acts as a Longsword with the Finesse and Light properties, and deals 1
d8 damage on a hit. You are proficient with this weapon. This sword counts as a magical
for the purposes of overcoming damage resistance. You may dismiss or reequip the sword
as a bonus action within the duration.
You may cast a spell with a range of touch into the sword. The sword holds the spell for a
number of rounds equal to your spellcasting ability modifier, after which it is expended.
If you hit a creature with the sword, in addition to the normal damage, the target is
affected as though you had cast the touch spell on it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the
duration increases by 1 minute and the sword can store a touch spell for one additional
round for each spell level above 1st.
Hush
1-level Illusion
Casting time:
Range:
Components:
Duration:

Bard/ Ranger/ Sorcerer/ Wizard


1 Action
Touch
S
Concentration, up to 10 minutes

Your footsteps and armor make no noise, giving you advantage on stealth checks to avoid
detection while moving.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the
number of creatures you can target increases by 1 for each spell slot above level 2
Flame Spiral
2level evocation
Casting time:
Range:
Components:
Duration:

Sorcerer
1 action
Self (10-foot radius)
V, S, M (a twisted angelica root)
Concentration, up to 1 minute

A helix of fire surrounds you, whipping nearby foes.


Each creature you choose within 10 feet of you must succeed on a Dexterity saving throw
or take 2d6 fire damage. Subsequently, for the duration, if a creature starts its turn within

10 feet of you, you can use your reaction to deal 2d6 fire damage to that creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
fire damage increases by 1d6 for each slot level above 2nd.
Night Guardians
3-level conjuration
Casting time:
Range:
Components:
Duration:

Sorcerer
1 action
Self (20-foot radius)
V
Concentration, up to 1 hour

You call forth dream creatures to protect you. They flit around you to a distance of 20 feet
for the duration. This spell may only be cast at night or under the night sky. When you
cast this spell, you can designate any number of creatures you can see to be unaffected by
it. An affected creatures speed is halved in the area and it can no longer take reactions,
and when the creature enters the area for the first time on a turn or starts its turn there, it
must make a Wisdom saving throw. On a failed save, the creature takes either 3d8
psychic or 3d8 cold damage (your choice, made when the spell is cast). On a successful
save, the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level above 3rd.
Lingering Flame
3-level Evocation
Casting time:
Range:
Components:
Duration:

Sorcerer/ Wizard
1 action
30ft
V,S,M
concentration, up to 1 minute

You create a ball of fire, set to explode when anyone comes near

You place a golf ball sized ball of fire in the air. When a creature goes within 10 ft of this
ball, it explodes doing 6d6 fire damage in a 20ft radius sphere. If the target succeeds on a
dexterity saving throw, he takes 1/2 damage. If the target could not see the origin of the
fireball (for instance, around a corner) he gets disadvantage on his saving throw.
If the spell ends because you lose concentration or you end concentration, the ball
disappears, causing no harmful effects.
At Higher Levels. When you cast this spell using a spell slot of level 4 or higher the
damage increases by 1d6 for each slot above 3rd.

Chameleon
3-level Illusion
Casting time:

Bard/ Ranger/ Sorcerer/ Wizard


1 action

Range:

self

Components:

V,S

Duration:

concentration, up to 1 hour

You change yourself to blend into your environment

You turn yourself into an object that you can fit inside the outline of. The object acts like
a normal object of that type, including its damage threshold, AC, and HP. When the
created object is attacked, hit, or interacted with in any way the person that interacted
with it may make a wisdom (perception) check against your spell save DC. On a success
that person can see you through the container, and break it as if it had 1HP, a damage
threshold of 0, and an AC of 5. If the object breaks it disappears, and you take any excess
damage that would have brought the object below 0 HP.
Stone Sphere
4level Conjuration
Casting time:
Range:
Components:
Duration:

Sorcerer/ Wizard
1 action
60 ft.
V, S, M (a stone marble)
Concentration, up to 1 minute

You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied


space of your choice within range and lasts for the duration. The sphere is an object made
of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points
destroys it.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a
creature, the sphere stops moving and the creature must make a Dexterity saving throw.
The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into
an object it is automatically damaged, and if this destroys the object the sphere's
movement is not halted.
If you do not move the sphere, it may naturally roll down an incline. It does so at a speed
of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the
damage increases by 1d10 for each slot level above 4th.
Conjure Dream Creature

5-level conjuration Sorcerer


Casting time:
Range:
Components:
Duration:

1 minute
90 ft.
V, S, M (an object with a connection to The Dream)
Concentration, up to 1 hour

You call forth a servant being from The Dream. A dream creature of challenge rating 5 or
lower appears in an unoccupied area of your choosing, within range. The dream creature
disappears when it drops to 0 hit points or when the spell ends. The dream creature is
friendly to you and your companions for the duration. Roll initiative for the dream
creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you).
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the
challenge rating increases by 1 for each slot level above 5th.
Conjure Lesser Dream Creatures
4-level conjuration Sorcerer
Casting time:
Range:
Components:
Duration:

1 minute
90 ft.
V, S, M (an object with a connection to The Dream)
Concentration, up to 1 hour

Lesser servant being from The Dream appear at your behest. You summon creatures from
The Dream that appear in any unoccupied spaces that you can see within range. Choose
one the following options:

One dream creature of challenge rating 2 or lower

Two dream creatures of challenge rating 1 or lower

Four dream creatures of challenge rating 1/2 or lower

Eight dream creatures of challenge rating 1/4 or lower.

A dream creature vanishes when it drops to 0 hit points or when the spell ends. The
summoned creatures are friendly to you and your companions. Roll initiative for the
summoned creatures as a group, which has its own turns. They obey any verbal
commands that you issue to them (no action required by you).
At Higher Levels. When you cast this spell using certain higher-level spell slots, you
choose one of the summoning options above, and more creatures appear: twice as many

with a 6th-level slot and three times as many with an 8th-level slot.
Dark Abyss
7-level
Sorcerer/ Wizard
Conjuration
Casting
time:

1 round

Range:

120 ft.

Components
V,S,M (a dark crystal or a dark pearl that worth 500 gp, which the spell consumes)
:
Duration: 10 minutes
A pit of eternal darkness from which there is no escape, filled to the brim with the
influence of evil. A hole through time and space is created, and centered on a point you
can see and spreading to a radius of 10 feet. A thunder cracking from the dark hole, and
strong winds roar pushing toward it. Each creature within 60 ft. must make a Strength or
Dexterity saving throw. On a failed save, the creature is dragged toward the dark hole an
get stuck in dark dimension, and while you are there you take 7d10 necrotic damage each
turn. You can escape the dimension by succeeding the saving throw on your turn.
Nel Zhims Vivisector
8th-level
Conjuration

Sorcerer/ Wizard

Casting time: 1 action


Range:

30 feet

Components: V, S, M (an ornately decorated mithral scalpel worth 1000gp)


Duration:

Until dispelled

You employ powerful magic with great subtlety to extract one of the targets organs
without killing it. The target must succeed on a Constitution saving throw. On a
successful save the spell ends. On a failed save, the organ you chose appears in your
outstretched hand, glowing faintly with magical energy.
The organ is still magically connected with the body for example, a heart can continue
to pump blood, a brain can still receive sensory information and controls the targets
muscles and a skeleton still provides structural support. As a bonus action you can
dismiss this connection the body then suffers the effects of losing the organ (usually
death, although not necessarily in the case of a kidney or leg bone, for example)
Regardless of whether the organ is still connected to the targets body, the spell keeps the

organ alive, magically oxygenating and circulating the blood within it.
Whilst the magical connection the body remains unsevered, you can dispel this spell as
an action, returning the organ to its proper location safely. A successful Dispel Magic cast
on the organ only returns it to the targets body on a successful DC 20 Spellcasting ability
check otherwise the magic is simply unraveled, leaving the organ outside and
unconnected with the targets body.
Creatures without a fixed anatomy or immune to critical hits are not affected by this spell.
Vortex
9th-level
Conjuration

Sorcerer/ Wizard

Casting time:
Range:
Components:
Duration:

1 action
Self (60-foot cone)
V, S, M (a pitch black onyx sphere worth 750 gp)
Concentration, up to 1 minute

Creating a portal to the depths of space, you attempt to suck your foes through. Creatures
and any unattended objects are pulled towards you; each creature that starts its turn in a
60-foot cone or enters it for the first time on a turn must make a Strength saving throw, or
be pulled up to 5 feet plus five times your spellcasting ability modifier. A creature within
the cone trying to move away from you must succeed on a Strength check against your
spell save DC; on a success, the creature can move away from you, but as though moving
through difficult terrain.
If a creature is within the cone and adjacent to you, it must make a Charisma saving
throw or be sucked through the inky black portal you have conjured. On a successful save
the creature takes 6 d6 bludgeoning damage from the strong winds and air pressure.
On a failed save, the creature is sucked through the portal into the depths of space. A
creatures size is irrelevant; whilst the portal is only about 5 foot across, larger objects or
creatures seem to contort when they come into contact with it, compressing down so as to
fit through and then resuming their original dimensions on the other side.
On each of your turns you can use your action to maintain your existing cone, or create a
new one.
Eye of the Storm
9level
evocation

Sorcerer/ Wizard

Casting
time:

1 Action

Range:

Self (500 Foot Radius)

Components V,S,M (A diamond encased in glass worth at least 5,000 gp, which the spell
:
consumes)
Duration: 3 Rounds
You stand in the center of a blizzard of your own making, wreaking havoc among your
foes.
You summon a blizzard in a 500 foot radius around yourself. You may choose any
sections in that area to not be affected by the blizzard (You can use this to not affect
friendly creatures). Each creature in the blizzard must make a constitution save. Creatures
that are flying have disadvantage on this save. Any creature that fails the save is knocked
prone, takes 10d10 cold damage, and is incapacitated for the duration of the spell. Any
creature that passes the save is not knocked prone, takes 5d10 cold damage, and its
movement speed is reduced to 5.
At the beginning of the second round of the blizzard, all creatures must make another
constitution throw, with flying creatures suffering disadvantage. Any creature that fails
this second constitution save in addition to the first one takes 10d10 cold damage,
becomes unconscious, and you can move it in any direction up to 50 feet. Any creature
that fails this constitution save, after passing the first constitution save, suffers the same
effects as though it had just failed the first saving throw. Any creature that succeeds in
addition to succeeding the first save takes 5d10 more cold damage.
At the beginning of the third round of the blizzard, all creatures must make a third saving
throw, and flying creatures have disadvantage on it. Any creature that fails after having
failed the first two constitution saves takes 10d10 cold damage, then, if it is still alive, it
becomes petrified, turning into an ice statue that cannot melt. Any creature fails after
having failed one save and succeeded one save suffers the same effects as if had just
failed the second save after failing the first save. Any creature that fails after succeeding
the first two saves suffers the same effects as if it had just failed the first save.
During the round after the blizzard ends, creatures regain their original movement speed,
although all areas affected by the blizzard become difficult terrain for 1d4 days due to
massive amounts of snow on the ground. The following turn, all unconscious creatures
will become conscious.
All creatures affected by the blizzard but having succeeded in passing all the constitution
saves will have vulnerability to fire damage for 1d4 hours, those who were affected by
the blizzard but having failed one of the saving throws will have vulnerability to fire for
1d6 hours, and those who were affected by the blizzard and failed 2 saving throws will
have vulnerability to fire for 2d4 hours.
When you use this spell, after taking the action to initiate it, you may not take any other
actions whatsoever during the three turns the blizzard is in existence.
Any boulders in the area of the blizzard with dimensions 5x5x5 through 30x30x30 feet
are moved a number of feet determined by this equation, -5x+160, where x is the average
between the boulder's height length and width (rounded down), directly away from you.
Any creature hit by one of these boulders takes x/3 (rounded down) d6 damage (Again, x

is the average between the boulder's height length and width [rounded down]). Any trees
that are in the area of the blizzard that have a length and width of less than 10x10 feet are
also knocked down directly away from you. Any creature hit by a falling tree takes 2y d6
damage, where y is the average length and width of the tree. Roll a d6 with the
appropriate modifiers on the following table to determine any structural damage to any
buildings that are in the area of effect of the blizzard.
Building Made of Wood: +2
Defensive Structure (Keep, Castle, etc.):-2 Hit by Boulder or Tree:+1
1-:Relatively Unscathed; Very Minor Damage
2 :Slightly Damaged; Doors/Windows Blown In
3 :1/2 Unlikely to Collapse (roll d100 - 1/2 Crumbles on 70-100)
4 :1/2 Likely to Collapse (roll d100 - 1/2 Crumbles on 40-100)
5 :All Likely to Collapse (roll d100 - All Crumbles on 40-100)
6+:Completely Destroyed; Only Some Debris Left
Wildfire
9level evocation

Sorcerer

Casting time:

1 action

Range:

60 feet

Components:
Duration:

V, S, M (a firefly)
Instantaneous

A foe bursts into flame and spits out fiery motes that spreads the fire to others.
A creature within range burns. While it is burning, at the start of each of its turns, it
makes a Constitution saving throw. On a failure, it takes 5d8 fire damage. On a success, it
takes half as much damage and the burning ends.
If a target takes fire damage from this spell, choose one creature you can see within 30
feet of target that is not already burning. The new target begins burning, taking damage
and spreading the fire as above.
Hayzenbyrgs Superposition
9th-level
Transmutatio Sorcerer/ Wizard
n
Casting
time:

1 action

Range:

Self (Special)

Components V, S, M (an adamantine lodestone with your true name carved upon it, worth 2000
:
gp)
Duration: 10 minutes
You call upon the limits of arcane possibility to transform your deterministic form into
one of probability. You become a probability cloud, centered on where you cast the spell,
occupying a sphere of radius of 10 feet times 1 d6 + your spellcasting ability modifier.
Within this sphere you can be simultaneously in two places at once.
Each turn you can choose to create and/or destroy a copy of you within the spells area.
You can have up to your spellcasting ability modifier of copies simultaneously. Such
copies are not duplicates; they are all simultaneously you. If one copy takes damage, they
all take damage; if one copy expends a spell slot or a use from a magic item, all copies
lose the same slot or charge. The copies all act on your initiative, and can only move on
the turn they are created.
The copies do not share concentration; whilst they are all part of the same being, they are
different possibilities, and each possesses its own autonomy.
You can continue to exist within the probability cloud, even when no copy is in existence,
simply remaining as an uncollapsed probability cloud. Whilst in this form, you are
immune to all damage and have blindsight within the spells area. Even when copies are
present, you still maintain these benefits the original you still exists in the cloud.
The spell ends when the duration runs out, you are reduced to 0 hit points or one of the
copies leaves the area, either by leaving the sphere or entering an area of antimagic, such
as that created by the Antimagic Field spell. When the spell ends you can choose one of
your copies; if the spell ended due to a copy leaving the area, you must choose that copy.
All other copies wink out of existence as the probability cloud collapses back into one
person.
If the spell ends when you have no copies in existence, you coalesce back into existence
next to the lodestone which is the material focus for this spell, and which remains behind
when you cast the spell, forming a copy which becomes you. If the lodestone is no longer
within the spells area, you simply wink out of existence; you cannot be raised by
anything less than a Wish spell, as even your soul no longer exists.
Firewater
Transmutation cantrip Wizard
Casting time:
Range:
Components:
Duration:

1 action
Touch
V, S, M (a few grains of sugar and a raisin)
1 minute

You touch a volume of water up to 1 pint, and it changes into an equal volume of
flammable liquid similar to alcohol. A 1 pint flask of firewater can be splashed, thrown or
poured on the ground and ignited as though it were a flask of oil (PHB p. 152)
Firewater can also be ignited with lightning damage.
When the duration of the spell ends, the liquid and any fire caused by it evaporates
completely.
The volume of water that can be transmuted increases to 2 pints at 5th level, 4 pints at
11th level, and 1 gallon at 17th level.
Stonefists
Transmutation cantrip Wizard
Casting time:
Range:

Self

Components:
Duration:

1 action

V,S,M (two small rocks, one for each hand)


Concentration, up to 10 minutes

Your fists transmute to hard stone. You drop anything you were carrying. If you unclench
either fist (for example to cast another spell with a somatic component, or to pick up or
manipulate an item) your hands return to normal, but can be transmuted again as a bonus
action.
You can use your action to make a melee spell attack with your stonefists. On a hit, the
target takes 1d6 bludgeoning damage.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (3d6).
Stone Bolt
1stlevel
Evocation

Wizard

Casting time: 1 action


Range:

20 feet

Components: V,S,M (A small rock and a piece of something that stretches)


Duration:

Instantaneous

Fire a piece of stone at an enemy, much harder than normally possible. Make a ranged
spell attack at a creature or object within range. On a hit, the target takes 2d4 bludgeoning
damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, increase
the damage by 1d4 per additional slot. (Ex. 3d4 at 2nd Level, 4d4 at 3rd, etc.)
Spook
1-level Illusion

Wizard

Casting time:

1 action

Range:

30 feet

Components:
Duration:

V, S
Concentration, up to 1 minute

You play upon the natural fears of an enemy. You target one creature in range. That
creature perceives you as something inimical. The target must succeed in a Wisdom
saving throw or become frightened for the duration. At the end of each of their turns they
can make a Wisdom saving throw. On a successful save, the spell ends.
Craftsmanship
1-level transmutation
(ritual)
Casting time:
Range:

Wizard
1 minute
self

Components:
Duration:

V,S, (proficiency with required tools)


8 hours

Craft non-magical items with greater speed.


When crafting a non-magical object, you may spend an additional 50 gold per day toward
completion of the item. Alternately, you may craft two items with a combined cost of no
more than 25 gp in a single day.
A single item may only benefit from one application of this spell at a time.
Deeppockets
1level
Transmutation
Casting time:
Range:
Components:

Wizard
1 minute
Touch
V, S, M (a tiny golden needle and a strip of fine cloth)

Duration:

8 hours

You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets
with extra-dimensional interiors. For the duration of the spell, items placed in the pockets
are considered to weigh one tenth of their weight for the purpose of calculating carrying
capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents
of the pockets fall to the floor.
Heat Shot
2-level Conjuration

Wizard

Casting time:

1 action

Range:

120 feet

Components:
Duration:

S, M (a small pebble)
Instantaneous

You hurl a molten rock, capable of melting armor. Make a ranged spell attack against one
target in range. On a hit the target takes 1d8 fire damage. If the target is wearing
nonmagical metal armor, it becomes damaged and the target suffers -1 AC. A creature can
be affected by this penalty only once.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you
deal an additional 1d8 damage for eash slot above 2nd.
Stone Sleep
2level
Enchantment

Wizard

Casting time: 1 action


Range:

90 feet

Components: V, S, M (a tuning fork and a smooth stone on which to strike it)


Duration:

Concentration, up to 1 minute

You force one creature made of stone to enter a dormant state. One creature in range, of
the kind listed below, must make a Wisdom saving throw. On a failure, the target is
stunned for the duration. It the target takes damage, the conditition prematurely ends.
Creatures that can be affected by stone sleep include animated objects made of stone,
earth elementals, galeb duhr, gargoyles, clay and stone golems, and xorn.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can
target an additional creature for every two slot levels above the 2nd.

Sapphire Hail
2ndlevel
Evocation

Druid/ Wizard

Casting time: 1 action


Range:

60 foot cone (origin: highest height of sapphire when thrown upwards)

Components: V,S,M (a sapphire worth at least 100 gp)


Duration:

1 round

Rain down bolts of sapphire energy, devastating your enemies.


On your action, you toss the sapphire into the air, waving your fingers and saying the
command word. The sapphire shoots into the sky and duplicates, raining down blue bolts
of energy everywhere in the spell's range. Any creature (excluding the caster) that begins
its turn within the range of the spell takes 4d6 radiant damage, or half as much on a
successful saving throw (Dexterity DC 15). A creature benefiting from the shield spell
does not take damage from this spell, as though it were a magic missile. Also, creatures
benefiting from mage armor do not take damage from the hail.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
Dexterity saving throw DC increases by two per additional spell level. Also, the damage
increases by 1d6 per additional spell level.
Protection from Negative Energy
3rd-level abjuration
Casting time:
Range:
Components:
Duration:

Cleric/ Wizard
1 action
Touch
V, S
Concentration, up to 10 minutes.

You protect a creature against negative energy. For the duration, the willing creature you
touch has resistance to necrotic damage, and advantage on saving throws against life
drain (and other effects that reduce hit point maximum).
Pit of Flame
3level conjuration (ritual) Wizard
Casting time:

1 action

Range:

90 feet

Components:

V, S, M (a piece of igneous rock)

Duration:

Concentration, up to 1 minute

You conjure a 10-foot square pit, 10 feet deep and filled with flames, on ground that you
can see within range. Creatures stood on the area of effect must pass a Dexterity saving
throw. On a success they can use their reaction to move 5 feet out of the area. If they fail,
or are unable to move out of the area, they fall into the pit. Subsequently, creatures
shoved or otherwise moved into the area will fall into the pit.
A creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire
damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage.
Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your
spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the
fire damage increases by 1d6 for each slot level above 3rd.
Ritual. When this spell is cast as a ritual, the duration becomes Concentration, up to 1
hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will
hover above the fire without taking damage. Charisma (Intimidation) checks made
against this creature have advantage. If the creature subsequently is no longer
incapacitated or bound, it can move away from the pit. The ritual pit of flame has no
effect on creatures that are resistant or immune to fire damage.
Repairs
3-level
transmutation

Cleric/ Wizard

Casting time: 1 min


Range:

touch

Components: V,S,M (a metal file, a bit of string, and a few drops of glue)
Duration:

instantaneous

magically restores damage to objects and constructs


Repairs a damaged object as per the mending spell, but has no limit on the number of
tears or breaks in the object. The spell can also be used to restore hit points to a damaged
construct. If used in this fashion, it will repair 2d6 hp + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher it will restore
an additional 1d6 hit points to damaged constructs for each slot level above 3rd.
Starry Revelations
4th-level illusion

Druid/ Wizard

Casting time:
Range:
Components:
Duration:

1 action
self (40 ft. radius)
V,S, M (a piece of polished onyx or obsidian)
1 hour

You surround yourself in a stargazing umbrella of shadowy twilight. This spell creates a
large umbral shield, roughly 40 feet radius, centered above the caster allowing the stars to
be seen regardless of whether it is daytime or the caster is underground. For the purposes
of spells or any special abilities that require it, the caster is under a clear, night sky. This
effect follows the caster for the duration. The caster can dismiss this effect at any time.
For the duration of this spell, the caster is granted low light vision (if she did not possess
it already). Additionally, lighting is changed to dim light. The new light condition cannot
be altered with magic: all darkness and light spells fail to function. Likewise, natural
source of light are decreased to produce only dim light conditions.
Lastly, you and everyone within range of this spell are granted resistance to radiant
damage.
Astromancy
5-level Divination (ritual) Druid/ Wizard
Casting time:
Range:
Components:
Duration:

1 minute
self
V
Instantaneous

By studying the patterns of the stars, you are granted cosmic insight and gain knowledge
of the locale and its people. The spell gives you local knowledge of the area within 3
miles of you. To employ this spell, you must have an unobstructed view of the night sky.
You instantly gain knowledge of up to three facts of your choice about any of the
following subjects as they relate to the area:

prevalent peoples, as well as important individuals,spellcasters, and leaders

major religions and established cults

major factions currently of very recently active

influence from other planes of existence

buildings and communities

magical sites and mystically significant locations

Stone Drill
5level Evocation

Wizard

Casting time:

1 action

Range:

90 feet

Components:

V, S, M (a twisted bar of iron)

Duration:

Concentration, up to 1 minute

This spell allows you to bore through natural rock. You target a natural rock surface
within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1
foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You
can tunnel horizontally or vertically.
The removed material is crushed into fine gravel and ejected forcefully away: creatures
within 10 feet of the targeted rock must make a Dexterity saving throw, taking 2d4
bludgeoning damage on a fail.
The stone drill has no effect on soft materials like earth or sand, nor worked stone such as
masonry walls.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of
excavation increases by 1 foot per round per spell slot beyond the 5th.
Firestaff
5level transmutation
Casting time:
Range:
Components:
Duration:

Wizard
1 bonus action
Touch
V, S
Concentration, up to 1 hour

You transmute a normal wooden staff into a shaft of fire. You touch a nonmagical staff or
straight wooden improvised weapon such as a broomstick. It becomes a magic weapon
with a +2 bonus to attack rolls and damage rolls, and it deals an extra 1d6 fire damage to
any target it hits. In addition, the staff sheds bright light in a 20-foot radius and dim light
for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the
extra fire damage increases to 2d6. When you use a spell slot of 8th level or higher, the
extra damage increases to 3d6.
Vacuum
8th-level

Wizard

Evocation
Casting time: 1 action
Range:

120 feet

Components: V, S, M (a glass phial containing a magically perfect vacuum, worth 500 gp)
Duration:

Concentration, up to 1 minute

With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius
of 20 feet. A wall of magical force expands outwards from the centre, hedging out all air,
gases and mists but passing through solids and liquids.
Each creature in the area must succeed on a Constitution saving throw or have the air in
its lungs sucked out as the barrier passes through it. On a successful save, a creature can
hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum
of 30 seconds). On a failed save, a creature runs out of breath and can survive for a
number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its
next turn, it drops to 0 hit points and is dying.
A creature cannot enter the area whilst holding its breath unless it succeeds on a
Constitution check against your spell save DC.
The lack of air has a number of other effects:
Flight that relies upon the existence of air is impossible; any flying creatures fall to the
ground within the affected area.
All non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a
fire spell, the caster may make a spellcasting ability check against your spell save DC: on
a success the fire spell persists, but on a failure the effect is dispelled within the affected
cylinder.
Each creature within the area take 1 d6 cold damage at the start of its turn and when
entering the area for the first time on a turn due to the lack of ambient heat from the air.
Each creature within the area take 3 d10 necrotic damage at the start of its turn and
when entering the area for the first time on a turn due to its bodily fluids evaporating due
to the low pressure. Constructs and undead arent affected; plants and creatures with the
water subtype take an extra 2 d10 damage.

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