User:D'Artagnan/5e Custom Spells
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Spells
Key
- School and Level
- Classes
- Casting time
- Components
- Range
- Spell Duration
Cantrips
Holy Lance
- Evocation Cantrip
- Cleric
- Standard Action
- V,S
- 120 feet
- Instantaneous
-A spear of divine light is launched at a target creature within range. Make a ranged spell attack. On a hit, the target is dealt 1d10 radiant damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Static Shock
- Evocation Cantrip
- Wizard, Sorcerer, Druid
- Standard Action
- V,S
- 120 feet
- Instantaneous
-A spark of bright lightning is launched at a target creature within range. Make a ranged spell attack. On a hit, the target is dealt 1d10 lightning damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Void Bolt
- Evocation Cantrip
- Wizard, Sorcerer
- Standard Action
- V,S
- 120 feet
- Instantaneous
-A mote of aetheric energy is launched at a target creature within range. Make a ranged spell attack. On a hit, the target is dealt 1d10 force damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Shadeblast
- Necromancy Cantrip
- Wizard, Sorcerer, Warlock, Cleric
- Standard Action
- V,S
- 120 feet
- Instantaneous
-A dark lance of negative energy is launched at a target creature within range. Make a ranged spell attack. On a hit, the target is dealt 1d8 necrotic damage. If this attack hits critically, the damage dice are instead d12s. This damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
Elemental Strike
- Evocation Cantrip
- Wizard, Sorcerer
- Standard Action
- Somatic
- Touch
- Instantaneous
-You wreathe your hands in elemental energy. Make a melee spell attack against a creature you can touch. On a hit, you deal 1d10 (Fire, Lightning, or Cold) damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Psionbolt
- Evocation Cantrip
- Psion
- Standard Action
- none
- 60 feet
- Instantaneous
-Make a ranged spell attack against a target within range as a bolt of mental energy pulses at a creature within range. On a hit, the target takes 1d8 psychic damage, and subtracts 1d4 from the total of the next attack roll or ability check or save they make until the end of their next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Psychokinesis
- Evocation Cantrip
- Psion
- Bonus Action
- S
- 30 feet
- Instantaneous
-You fling an object weighing up to 20 lb. within range towards another point within range. You can use this spell to make a ranged spell attack against one creature, dealing 1d4 bludgeoning damage on a hit. This damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.
1st Level
Void Burst
- Evocation 1st Level
- Wizard, Sorcerer
- Standard Action
- S
- 60 feet
- Instantaneous
-A small explosion of aetherial energy centered on a point within range strikes out at all creatures within a 10 foot radius of that point. Affected creatures must make a Dexterity saving throw. On a failure, the creatures take 3d8 force damage. They take half damage on a successful saving throw. For each spell slot that this spell is cast beyond the 1st level, this spell deals an additional 1d8 force damage.
Shock Wave
- Evocation 1st level
- Wizard, Sorcerer, Druid
- Standard Action
- S
- 15 foot cone (self)
- Instantaneous
-Creatures within a 15 ft cone must make a Dexterity saving throw as lightning fans out from your outstretched hand. On a failure, they take 3d6 lightning damage, and half as much on a success. For each level beyond the 1st that this spell is cast, this spell deals an additional 1d6 damage.
Earthen Ward
- Transmutation 1st Level
- Wizard, Druid
- Bonus Action
- S, V, M (a small clump of clay or gravel)
- 60 ft
- 10 minutes (concentration)
-A fine layer of clay and/or stone manifests and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Arc Strike
- Evocation 1st level
- Wizard, Sorcerer
- Standard Action
- S
- Touch
- Instantaneous
-Your hands are wreathed in crackling lightning. Make a melee spell attack against a creature you can touch. You gain advantage on the attack if the creature is wearing metal armor, or if they are composed largely of it. On a hit, you deal 2d12 lightning damage, and the creature must make a Constitution saving throw or be knocked prone. For each level beyond the first that this spell is cast, it deals an additional 1d12 lightning damage.
Mage's Feint
- Evocation 1st level
- Wizard, Sorcerer
- Bonus Action
- S
- Touch
- Instantaneous
-You quickly channel a burst of magical energy. Make a melee spell attack against a target you can touch. On a hit, the creature takes 2d8 force damage. If you miss, you gain advantage on the next attack roll you make against the target before the end of your next turn. If you cast this spell at a higher level, it deals 1d8 force damage for each level beyond the first.
Blazing Mote
- Evocation 1st level
- Wizard, Sorcerer
- Standard Action
- S
- 120 feet
- Instantaneous
-You cast a searing mote of burning and painful fire at a target within range. On a hit, the target takes 2d12 fire damage, and another 1d8 fire damage at the start of your next turn. For each level beyond the first that this spell is cast, you deal an additional 1d12 to initial fire damage, and an additional 1d8 at the start of your next turn.
Frost Fan
- Evocation 1st level
- Wizard, Sorcerer
- Standard Action
- S
- Self
- Instantaneous
-You wave your hand as a cold aura envelops it. Frigid air wafts out to harm creatures in a 15 foot cone. Affected creatures must make a Constitution saving throw. On a failure, they take 3d6 cold damage, and half as much on a success. For each level beyond the 1st that this spell is cast, this spell deals an additional 1d6 damage.
Psionova
- Evocation 1st level
- Psion
- Standard Action
- S
- 30 feet
- Instantaneous
-A psionic shock strikes in a space of a 10 foot radius sphere within range. All creatures in the radius must make an Intelligence save. On a failed save, the creatures take 2d6 Psychic damage and are knocked prone. On a successful save they take only half damage and are not knocked prone. When this spell is used at 2nd level or higher, add an additional 1d6 damage for each level beyond the 1st.
Mind Blast
- Evocation 1st level
- Psion
- Standard Action
- S
- Self
- Instantaneous
-A psionic blast is emitted in a 10 foot radius from the caster. Creatures caught in the blast take 2d6 psychic damage and are pushed back 5 feet from the caster if they fail the INT save. Those who succeed only take half the damage and are not pushed backwards. When this spell is used at 2nd level or higher, add an additional 10 feet to the radius and 1d6 per additional level.
Psion Beacon
- Evocation 1st level
- Psion
- Standard Action
- S
- 120 feet
- Instantaneous
-A flash of psionic light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 psychic damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the psionic dim light glittering on the target until then. 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.
2nd Level
Aqua Jet
- Evocation 2nd Level
- Wizard, Sorcerer, Druid
- Standard Action
- V,S
- 30 feet
- Instantaneous
-Make a ranged spell attack against a creature within range. On a hit, the target is struck and dealt 2d8 cold and 2d8 bludgeoning damage. If the hit creature is Large or smaller, it must make a Strength saving throw. On a failure, the creature is knocked prone. This spell deals an additional 1d8 cold or bludgeoning damage for each spell slot above the 2nd that this spell is cas
Void Rupture
- Evocation 2nd Level
- Wizard, Sorcerer
- Standard Action
- S
- 30 foot line (from self)
- Instantaneous
-Creatures in a 30 foot line must make a Dexterity saving throw, as cosmic space opens up, causing an aetheric distortion. On a failure, creatures take 3d8 force damage and are knocked prone. On a success, they take simply half damage. For each level beyond the second this spell is cast, this spell deals an additional 1d8 force damage.
Frigid Rebuttal
- Evocation 2nd Level
- Wizard, Druid, Sorcerer
- 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- V, S
- 60 ft
- Instantaneous
-You point your finger, and the creature that damaged you is momentarily shrouded in bitter ice. The creature must make a Constitution saving throw. It takes 3d8 cold damage on a failed save, or half as much damage on a successful one. On a failure, the creature's speed is reduced to zero until the end of their next turn. For each level beyond the second that this spell is cast, it deals an additional 1d8 cold damage.
Enchant Thrown Weapon
- Transmutation 2nd Level
- Druid, Ranger, Wizard
- Bonus Action
- V, S
- Touch
- 1 hour
-You touch a nonmagical weapon with the thrown property. Until the spell ends, it becomes a magic weapon that deals 2d8 + your Spellcasting modifier damage when thrown. Provided you have an empty hand after throwing the weapon, you may use your reaction or bonus action to summon the weapon into your empty hand until the spell ends. Casting this spell at the 4th level or higher increases the spell's duration to 8 hours. Casting it at the 6th level or higher increases it to 1 week. Casting it at the 8 level or higher increases it to 1 month. Casting it at the 9th level increases its duration indefinitely, only to be undone by anti-magic fields, dispel magic, or wish.
Lightning Blade
- Evocation 2nd Level
- Druid, Wizard
- Bonus Action
- V, S
- Self
- 10 minutes (Concentration)
-You evoke a lightning blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the lightning blade. On a hit, the target takes 3d6 lightning damage. The lightning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Concuss
- Evocation 2nd Level
- Psion
- Standard Action
- S
- 15ft cone
- Instantaneous
-The caster claps, sending out a concussive wave of raw psionics. Creatures in the path of the wave must make a Constitution saving throw. On a failed save, creatures take 3d8 psychic damage and are deafened for 1 minute. On a successful save, Those who succeed are not deafened and take half the damage. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d8 for each slot above 2nd.
Psydarts
- Conjuration 2nd Level
- Psion
- Standard Action
- S
- 60 feet
- Instantaneous
-The caster launches 4 darts of pure psionic energy that deal 1d6+1 psychic damage at a creature(s) within range. They may all strike the same targets or different targets, but a separate ranged spell attack roll must be made for each bolt.
When this spell is cast at the 3rd level or higher, add two additional darts per additional level.
Hone Senses
- Divination 2nd Level
- Psion, Ranger
- Standard Action
- S
- Touch
- 10 minutes (Concentration)
-The caster uses this spell on themselves or a willing creature. The target adds the caster’s spellcasting modifier (minimum +1) to Perception and Dexterity checks and saves (this stacks on the caster.) They also add this number to their AC if they are wearing light or no armor. This spell fails if the target is Blinded or deafened where these checks are relevant, unless they have other senses they can use to 'see'.
When this spell is casted at the 3rd level or higher, one additional creature may be targeted per additional level, as long as they are within 10 feet of the first target.
Psionic Ward
- Abjuration 2nd Level
- Psion
- Reaction
- none
- Self
- Instantaneous
-When you are targeted by a successful attack or spell that deals damage and are about to take damage, you use your reaction use your psychic energy to absorb the damage, up to an amount of 2d6+your spellcasting modifier. Any leftover damage is dealt to your HP as normal.
When you cast this spell using a spell slot of 3nd level or higher, the damage absorbed by this spell increases by 1d6 for each slot level above 2nd.
3rd Level
Void Bombard
- Evocation 3rd Level
- Wizard, Sorcerer
- Standard Action
- S
- 90 feet
- Instantaneous
-Make a ranged spell attack against a creature within range. On a hit, the target creature takes 4d10 force damage, and must succeed on a STR saving throw or be knocked prone (If large or smaller). On a hit, this spell also causes an eruption of aetheric arcana, damaging nearby creatures. Creatures within 10ft. of the original target must make a Dexterity saving throw. On a failure, the creatures take 4d6 force damage and are pushed 5 feet from the explosion. On a success, they take half damage. For each spell slot expended beyond the 3rd, this spell deals an additional 1d10 and 1d6 damage, respectively.
Void Blink
- Conjuration 3rd Level
- Wizard, Sorcerer
- Bonus Action
- S
- 60 ft
- Instantaneous
-You teleport to an unoccupied space that you can see within range. Hostile creatures within 5 ft of the space you started must make a Dex save. On a failure, they take 3d6 force damage, and half as much on a success. The damage is increased by 1d6 for each level beyond the 3rd that this spell is cast.
Sound of Dischord
- Evocation 3rd Level
- Bard
- Standard Action
- V, S
- Self (60 foot line)
- Instantaneous
-A harsh chord carries forth from a 60 foot line from you that is 5 feet wide. Creatures in the line must make a Con Save. On a failure, a creature takes 4d6 thunder and 4d6 psychic damage and they cannot take reactions until the end of your next turn. On a success, a creature simply takes half damage.
A creature who is deaf or otherwise cannot hear you suffers no psychic damage and does not lose their reaction. Casting this spell at higher levels deals an additional 1d6 thunder damage for each level beyond the 3rd.
Sunshot
- Evocation 3rd Level
- Druid, Sorcerer, Wizard
- Standard Action
- V, S
- 120 feet
- Instantaneous
-You launch a bolt of searing energy. Make a ranged spell attack against a target creature within range. On a hit, this spell deals 5d12 radiant damage. Undead and oozes take an additional 1d12 radiant damage. Casting this spell at higher levels increases the damage by 1d12 for each level beyond the 3rd.
Venomous Spite
- Evocation 3rd Level
- Druid, Sorcerer, Wizard
- Standard Action
- V, S
- 120 feet
- Instantaneous
-You create three darkly colored (usually green or purple) darts of magical venom and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each dart. On a hit, the target takes 3d6 poison damage. When you cast this spell using a spell slot of 4th level or higher, you create one additional dart for each slot level above 3rd.
Homeward
- Conjuration 3rd Level (ritual)
- Cleric, Paladin
- Standard Action
- V, S, M (an old humanoid bone)
- Touch
- Instantaneous
-You pray to a higher power to save you from danger. You and up to three other willing creatures within range teleport to the last place you completed a long rest, as long as it is on the same plane of existance. When casting this spell at higher levels, you may target one additional creature for each level beyond the 3rd.
Psybeam
- Evocation 3rd Level
- Psion
- Standard Action
- none
- 60 foot line
- Instantaneous
-The caster launches a beam of psionic energy that is 60 feet long by 5 feet wide. Every creature in the line of effect must make a dexterity saving throw. 5d8 psychic damage is taken on a failed save, and half as much on a successful one. When this spell is cast at 4th level or higher, an additional 1d8 is added per additional spell level.
4th Level
Ætherstorm
- Evocation 4th Level
- Wizard, Sorcerer
- Standard Action
- V,S
- 300 ft
- Instantaneous
-A sphere of astral energy rips through at a space centered on a point within range. All creatures within a 25 foot-radius sphere must make a Con Save. On a failure, creatures are pulled 15 ft towards the center and take 6d8 force damage. If a creature is at the center, or the center is occupied by a creature so that another cannot occupy the space, all such creatures take an additional 2d6 bludgeoning damage, and are knocked prone on a failure. On a success, creatures take half damage. For each level this spell is cast beyond the 4th, this spell deals an additional 1d8 force damage.
Sonicstep
- Conjuration 4th Level
- Bard, Sorcerer, Wizard
- Bonus Action or reaction to taking damage
- S
- 60 feet
- Instantaneous
-You teleport to an unoccupied space that you can see within range. Creatures within 5 feet of you before teleporting must make a Con save. On a failure, such creatures take 6d8 thunder damage and are pushed back 10 feet. On a success they simply take half damage. You cannot teleport to a space occupied by a creature pushed by this spell after it has been pushed. For each level beyond the 4th that this spell is cast, it deals an additional 1d8 thunder damage.
Ætheric Ballista
- Conjuration 4th Level
- Wizard
- Standard Action
- V, S
- Self
- 1 minute (Concentration)
-A faint quintessential essence wreathes around your extended wrist. For the duration of the spell, you can use a bonus action to make a ranged spell attack against a creature that you can see within 80 feet, dealing 1d6 + your spellcasting ability modifier force damage on a hit. Such attacks gain a +1 Attack and Damage bonus.
Casting this spell with a 5th or 6th level slot increases the bonus to +2, to +3 with a 7th or 8th level slot, and +4 with a 9th level spell slot.
Chains of Mantares
- Conjuration 4th Level
- Wizard, Sorcerer, Warlock
- Standard Action
- V, S, M (An iron chain of at least 3 links)
- 60 feet
- 1 minute (Concentration)
-Chosen creatures within a 10ft radius x 50 foot cylinder of a chosen point within range must make a Dex save or be bound with ethereal chains and be restrained for the duration. A creature who is flying/ floating is grounded and takes falling damage accordingly if it fails its save.
Upon failing the save, a creature also takes 6d6 necrotic damage, and they take this damage again at the end of each of their turns while restrained. As an action on their turns, a creature who is restrained may attempt a Str save to break free. For each level beyond the 3rd that this spell is cast, an extra 1d6 necrotic damage is dealt.
Sacred Shield
- Abjuration 4th Level
- Cleric, Paladin, Druid
- Standard Action
- V, S
- 30 feet
- 1 Hour
-A protective divine force surrounds a willing creature within range. The target creature gains 20 Temporary HP for the duration, and if a creature attacks the target creature with a melee attack while they have these Temporary Hit Points, the attacker takes 20 radiant damage. The target creature also deals additional radiant damage on weapon attacks equal to your spellcasting modifier while they have these Temporary Hit Points.
Casting this spell at higher levels increases the Temporary HP and the damage done to melee attackers by 5 for each level this spell is cast beyond the 4th.
Rend
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"Forfeit your mind!" |
- Enchantment 4th Level
- Psion
- Standard Action
- S
- 30 feet
- Instantaneous
-The caster weakens a creature’s mind, leaving them vulnerable for a time. A target must succeed on an Intelligence save or take 6d6 psychic damage and become vulnerable to psychic damage for 1 minute. On a successful save targets take half damage and don't have a vulnerability to psychic imposed on them.
When this spell is cast at level 5 or higher, you may target one additional creature per additional level.
5th Level
Ætheric Aura
- 5th Level Evocation
- Wizard
- Standard Action
- V, S, M (A diamond worth 500gp set in a magnet)
- Self
- 10 minutes (Concentration)
-Quintessential energy envelops an area around, in a 30 ft-radius sphere, which moves with you. For the spell's duration, friendly creatures (including yourself) who start their turn in the aura, or are in it at the time of casting, gain a +1 bonus to AC, a 15ft bonus to walking speed, and a +1 bonus on saving throws until the start of their next turn. They also take no damage if they successfully save against an effect, if they'd only take half damage otherwise. When casting this spell, and as an action during the duration, you may deal 4d6 force damage to hostile creatures in the aura.
Arcane Mark
- Divination 5th Level
- Wizard, Warlock, Sorcerer, Bard
- Bonus Action
- V
- 90 feet
- 1 hour (concentration)
-You can choose a creature within range as a marked quarry. Until this spell ends, spell attacks have advantage on the quarry, and they ignore the benefits of partial cover that the quarry receives. The target also takes an additional 1d6 damage against such spells. Until the spell ends, magical means to track or scry the creature automatically succeed, and Perception and Survival checks to track the creature have advantage. Casting this spell at the 7th level or higher increases the duration to 8 hours, and the extra damage taken to 2d6. Casting it at the 9th level increases the duration to 24 hours, and the extra damage to 3d6.
Divine Mark
- Divination 5th Level
- Cleric, Paladin
- Bonus Action
- V
- 90 feet
- 1 hour (concentration)
-You can choose a creature within range as a divinely marked quarry. Until this spell ends, when other creatures deal damage to the quarry, it takes an additional 2d6 radiant damage. If the quarry is an undead or fiend, it takes an additional 2d6 radiant damage. The quarry also loses any resistance (but not immunity) to radiant damage. A quarry also has disadvantage on any saving throw to resist the effects of a Channel Divinity feature.
Soul Servitor
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"Life originates in the soul; no wonder the soulmass draws toward it" |
- Conjuration 5th Level
- Cleric, Paladin, Sorcerer, Wizard
- Standard Action
- V, S
- Self
- 10 Minutes (concentration)
-You create five orbs of light in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend any number of the orbs, sending them streaking toward a creature or creatures you choose within 120 feet of you, and an attack roll is made for each orb. On a hit, a creature takes 4d10 force damage.
When you cast this spell using a spell slot of 6th level or higher, the number of orbs created increases by one for each slot level above 5th.
6th Level
Astral Cannon
- Evocation 6th Level
- Wizard
- Standard Action
- V, S
- Self (100 foot line)
- Instantaneous
-All creatures in a 100 foot line (emanating from self) must make a Dexterity Saving Throw as a beam of Astral Energies is conjured by you. On a failure, creatures take 10d12 + 20 force damage. On a success, a creature takes half damage. Casting this spell at a higher level deals an additional 1d12 force damage for each level cast beyond the 6th.
Song of Repulsion
- Enchantment 6th Level
- Bard
- Standard Action
- V, S
- Self (30 foot radius sphere)
- 1 Minute (Concentration)
-You create a song of dissonance that makes hostile creatures within 30 feet feel uneasy. Affected hostile creatures must make a Wisdom save. On a success, they are overwhelming repulsed for the duration, and take 4d8 psychic damage. On a success, a creature takes half damage and is not repulsed.
While repulsed by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a failure, a creature is still repulsed and takes the damage again. On a successful save, the spell ends for that creature.
7th Level
Sanctified Wind
- Evocation 7th Level
- Cleric, Warlock (Seraphim and Undying Light Patrons)
- Standard Action
- V, S
- Self (30 foot radius cube.)
- 1 Minute (Concentration)
-You beseech the Light. A shimmering breeze fills a cubic area that extends 30 feet from any side of you, and it lasts for the duration. While in the Wind, you and any number of allies that you designate add your Spellcasting Modifier to their Saving Throws and Armor Class (min. 1). Hostile creatures that enter the wind or start their turn in it must make a Wisdom saving throw. On a failure, it takes 6d6 radiant damage, or half as much on a success.
Crystalline Weapon
- Transmutation 7th Level
- Sorcerer, Wizard
- Standard Action
- V, S
- Touch
- 1 Hour (Concentration)
-A nonmagical weapon that you touch become magical as it sprouts razor sharp crystals. For the spell's duration, the weapon gains a +2 bonus to attack and damage rolls, and deals an addition 1d8 of the weapons base damage type, and an additional 2d8 force damage.
Extrasensory Strike
- Evocation 7th Level
- Psion
- Standard Action
- S
- Self
- The caster assails the minds of all hostile creatures within 30 feet and attacks their senses. Targets must make an Intelligence save or take 10d8 psychic damage and be blinded or deafened (choose one for all targets) for 1 hour on a failure. Those who make the save take half damage and retain their senses.
8th Level
Cursed Breath
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"What madness caused the Old Wizard to appropriate this frightful power of the ancient dragons?" |
- Evocation 8th Level
- Wizard, Sorcerer
- Standard Action
- V, S, M (a cursed or befouled gemstone worth 750 gp)
- Self
- Instantaneous
-You exhale a noxious and crystalline breath in a 50 foot cone. All creatures in the cone must make a Constitution saving throw. On a failure, a creature takes 24d6 force damage, and has their hit point maximum reduced by half for 24 hours, or until a remove curse spell is cast on them, ending the effect. On a success, a creature simply takes half damage and does not have their hitpoint maximum reduced.
Cleansing Radiance
- Evocation 8th Level
- Cleric, Warlock (Undying Light and Seraphim patrons)
- Standard Action
- V, S
- Self
- Instantaneous
-Brilliant divine light flashes down 30 ft-radius, 100 ft tall cylinder centered on yourself. Hostile creatures in the area must make a Con Save. On a failure, they take 8d8 + 20 radiant damage and are blinded for 1 minute. On a success, a creature take half damage and is not blinded. Undead and fiends have disadvantage on the saving throw.
Creatures blinded by this spell may repeat the save at the end of each of its turns, being no longer blinded on a success.
Friendly creatures in the area are healed for 4d6 + 10 HP, and are affected as though a lesser restoration spell had been cast on them. This has no effect on undead or constructs.
This spell dispels any darkness in it area that was created by a spell.
9th Level
Nova
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"Not too close..." |
- Evocation 9th Level
- Wizard, Sorcerer
- Standard Action
- V, S, M (star shape chunk made of a precious metal such as adamantine, worth 1500 gp)
- 200 feet
- Instantaneous
-All creatures within a 60 foot radius sphere centered on a point within range must make a Constitution saving throw. On a failure, a creature takes 10d12 force and 10d12 radiant damage, are blinded for 1 minute, and are knocked prone. On a success, creatures simply take half damage, and are not blinded and prone.
Until the end of your next turn, bright light emanates in the sphere, and dim light 120 feet from the sphere. Those in the bright light have disadvantage on attack rolls until the end of your next turn.
Sol Javelin
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"In the war that marked the dawn of the Age of Fire, the God of Light wielded these rays of sunlight, which remains fierce even as they fade." |
- Evocation 9th Level
- Cleric
- Standard Action
- V, S
- 60 feet
- Instantaneous
-A massive spear of crackling sunlight weighs heavily as it is conjured in your hand. You hurl it at a creature within range, who makes a Dexterity saving throw. On a failure, the creature takes 40d8 radiant damage, and is knocked prone if it is size Huge or Smaller. Fiends and Undead take an additional 10d8 damage. On a save, a creature simply takes half damage.