User:Guy/Splat/Spells/Gallery

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1-point transmutation (morph)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  1 minute
Your touch rapidly drains heat or cold from a creature you touch, which is then used to protect you. Make a melee spell attack against the target. On a hit, the target takes 2d6 cold or fire damage (your choice) and you gain resistance to the chosen damage type for the duration.
 While this spell persists, you can use another action to make a melee spell attack against a creature you try to touch. On a hit, you deal 2d6 damage of the type opposite to the one you previously chose, and the spell ends. If you miss, the spell doesn't end.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, add 1d6 to each damage roll.


Accursed Regeneration[edit]

2-point necromancy (restoration)
Casting time:  action
Range:  self
Components:  V, S
Duration:  10 hours
A tinge of eldritch magic instills your body with twisted regenerative capabilities. You feel your body thirst for pain in maddening ways, a sensation that persists throughout. Whenever you suffer wounds, your flesh instantly and eerily sows itself back together, lessening the damage sustained.
 At the start of each of your turns for the duration, you regain 5 hit points. However, your AC cannot exceed 12, and if it would be higher it is lowered to 12. Any radiant damage you take is maximized.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, the AC limit increases by 2.


Acid Bubble[edit]

Evocation (acid) cantrip
Casting time:  action
Range:  30 feet
Components:  S
Duration:  instant
You blow up a huge acidic bubble to shoot at a creature or object in range. You can either shoot the bubble immediately as part of the action used to cast this spell, or hold it until the start of the next turn to blow up a bigger or more damaging bubble. While holding the bubble you can't breathe, take any actions or reactions, nor take damage—doing so pops the bubble and wastes the spell. If you successfully hold the bubble until the start of your next turn, you can shoot it at the start of that turn if you are able to take actions (no action required), but must do so before you take any other action.
 Regardless of when you shoot the bubble, you make a ranged attack roll against the object or creature which you're targeting. On a hit, the target takes 1d12 acid damage if you successfully held the bubble until your next turn, or 1d6 acid damage otherwise.
 If while you're holding the bubble a creature within 5 feet of you pops the bubble by dealing damage to you, that creature takes 1d6 acid damage.


Adhesion[edit]

Transmutation (alteration) trick
Casting time:  action
Range:  touch
Components:  S, M (alchemist's tools)
Duration:  1 minute

As part of casting this spell you press together two unattended objects, thereby causing them to stick together as if with a powerful paste for the duration.  The adhesion created between the two objects can support at least 20 kilograms (or 45 pounds) of weight.
 The spell ends early if you cast the spell again, if either object becomes soaked, or if the two objects are forced apart.  A creature that gets a solid grip on one of the objects can use its action to force them apart with a successful Strength saving throw.  The objects are also forced forced apart if one is either destroyed or takes at least 10 damage at once.
 You can end the spell at any time with a reaction.


Agriculture Apparition[edit]

1-point necromancy (animation), ritual
Casting time:  action
Range:  30 feet
Components:  V, S, M (gardener's tools with which you are proficient)
Duration:  instant
Upon a 30-foot square of ground starting from a point within range, you conjure invisible spirits to perform agricultural labor at supernatural speed using the tools you provide as a material component. The spirits perform only a simple two-or-three-word command you provide as part of the verbal component, such as "pick maize" or "collect chicken eggs." The task can be anything a farmhand could be expected to carry out, including tasks related to both livestock and crops. This task is completed instantaneously and skillfully upon all suitable targets within the 30-foot square. If the task requires an ability check, make the check with casting ability and add your proficiency bonus.
 If extra materials are needed for the task, such as seeds for a "sow seeds" command, you must provide them as part of this spell's material component.
 These spirits do not inhibit the movement of any creature in the square, except for domesticated livestock directly involved in the task. The spirits also do not cause any harm or damage to any creatures, and thus can't be used for tasks such as butchery. These ancient spirits are only able to use reliable tools that have been around for centuries.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the size of the square by up to 30 feet.


Air Bubble[edit]

2-point evocation (air), ritual
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  10 hours
An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air (or water if it breathes water) for the duration, which suppresses undesired or unclean water or air.  When cast on a creature, the bubble surrounds the target's head or face.  As the bubble's interior is always clean, it is scentless even in the presence of overwhelming odor.  The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes.
 This effect enables a creature to breathe when it otherwise could not, such as while underwater.  The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face.  A fragile object surrounded by this sphere of air is similarly protected from smoke or water.
Upcast. You can upcast this spell by expending extra spell points when you cast it. Each extra point lets you target another four creatures within range.


Anchor[edit]

2-point conjuration (creation)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  concentration, up to 1 minute
You conjure a magical, semitransparent anchor or harpoon and hurl it at a creature, object, or flat surface in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d12 piercing damage and the anchor becomes lodged in the target for the duration. A transparent, phantasmal chain visibly connects you to the anchor, though all other objects and phenomenon pass through this chain as though it wasn't there.
 On a miss, on your next turn you can attempt to make this attack again with an action. You can repeat one attack with an action each turn while this spell persists, until you hit or until the spell ends.
 After a hit, once on each of your turns within the duration, you can use your bonus action to heave the hit target towards you. The target must succeed on a Strength saving throw or be pulled up to 20 feet straight towards you. Any unattended object automatically fails these saving throws.
 If the target's size category is greater than Large, this bonus action instead pulls you up to 20 feet straight towards the target (no save).
 This spell ends if the target is ever more than 300 feet away from you.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the piercing damage by 1d12.


Arc[edit]

Evocation (lightning) cantrip
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant

A flash of electricity arcs out from your hand to a creature in range you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d4 lightning damage, then as part of this same action you can make a second ranged attack against a different creature you can see within 30 feet of the first as the electricity leaps to a new target. On the second hit, the second target takes 1d4 lightning damage, but you can't make a third attack.


Arcane Armor[edit]

1-point abjuration
Casting time:  action
Range:  touch
Components:  V, S
Duration:  10 hours
You or a creature you touch is armored with several layers of semitransparent force, which act like armor. For the duration, while the target isn't wearing armor or wielding a shield, its AC increases to 12 + its Dexterity modifier (to maximum AC of 14) if it its would otherwise be lower.
 When you cast this spell on yourself, you gain an additional benefit while the spell persists. Immediately after you are hit with an attack roll and take damage, if you have a free hand you can use your reaction to redirect some of the absorbed energy and send out a missile of magical force to the attacker, immediately dealing 1d4 force damage to the attacker if it is a creature.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the provided AC (and the max AC) by 1.


Atlantean Weapon[edit]

1-point evocation (water)
Casting time:  bonus action
Range:  touch
Components:  S, M (a melee weapon)
Duration:  10 minutes
A weapon you touch is empowered with the fury of the deep sea. For the duration, the weapon has the aquatic property and any creature hit with it becomes soaked. If the hit creature is a beast with a swim speed, this weapon's damage roll is maximized.
 While wielding the weapon a creature gains a walking speed of 20 feet, gains a swim speed of 40 feet, and can breathe both air and water. If the creature's speed is already higher, this effect does not reduce its speed.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can affect two additional weapons.


Avalancharge[edit]

2-point conjuration (cold)
Casting time:  action
Range:  40 feet
Components:  S
Duration:  instant
Your body is empowered with the thunderous rumble of an avalanche, as you move forward across the ground in a straight line to a space in range that you can see. If your trajectory would pass through a creature's space, you instead stop in an unoccupied space adjacent to that creature, and the creature must make a Strength saving throw as a barrage of snow erupts from you towards it. On a failed save, the creature takes 3d10 cold damage, and is knocked prone if it is Large size or smaller. On a success the creature takes half as much damage, and if it is size is Large or smaller its speed is only reduced by 10 feet until the end of its next turn. In either case the snow vaporizes after impact.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the damage by 1d10 and the range by 10 feet.


Barkskin[edit]

1-point abjuration
Casting time:  action
Range:  touch
Components:  V, S
Duration:  10 hours
You or a creature you touch has its skin or attire harden, becoming as dry and rough as bark for the duration. Against an unwilling target you must succeed on a melee spell attack, or waste the spell. The target's AC is increased to 12 + your casting ability modifier for the duration, if it would otherwise be lower. A shield or other bonus can be added to this AC. If this spell increases the target's AC, the target suffers disadvantage on any saving throw made to reduce or avoid fire damage.
 You can dismiss this spell at any time with an action.


Bass Drop[edit]

2-point evocation (thunder)
Casting time:  action
Range:  self (15‑foot radius)
Components:  V, S
Duration:  instant
A tremendously deep booming sound echoes from your body, audible up to 300 feet away, as a shockwave blasts out from you in every direction. Every unattended Tiny object within 15 feet of you is sent flying 10 feet away from you. Every creature within 15 feet of you must make a Constitution saving throw.
 On a failed save, a creature takes 4d6 thunder damage and is pushed 10 feet directly away from you. On a failure of 10 or more, the creature also becomes unable to hear anything for 1 minute.
 On a successful save, a creature takes half as much damage and isn't pushed.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For every extra point, increase the thunder damage by 1d6 and the radius by 5 feet.


Beamos[edit]

Evocation (light) cantrip
Casting time:  action
Range:  20 feet
Components:  V
Duration:  instant
Channeling the vigilance of a sentinel, you project searing white energy from your eyes at a creature or object in range that you can see. Make a ranged spell attack against the target, and on a hit deal radiant damage. If you haven't moved from your space since the start of your last turn, the radiant damage is 1d12. Otherwise the radiant damage is 1d8.


Blades of Grass[edit]

Transmutation (alteration) cantrip
Casting time:  bonus action
Range:  self
Components:  S
Duration:  1 minute
For the duration, you can instantly transform any leaf or blade of grass you touch into a magic dagger, dart, scythe, sickle, or spear (no action required). Any such grass reverts to the normal form if your turn ends while you are not in contact with it.
 You can add your casting ability to attack and damage rolls with any of these weapons, instead of the ability modifier you would normally use. You can also use any such weapon as a spellcasting focus for sylvan spells.



Design Note: To be replaced eventually

Blast Bolt[edit]

1-point evocation
Casting time:  action
Range:  120 feet
Components:  S
Duration:  Instant

You concentrate magical energy into a small, glowing orb or arrow which hurls towards a creature or object in range. Make a ranged spell attack against the target. On a hit, the projectile blasts apart with magical energy, and the target takes 2d10 source damage.
 This spell's damage type is determined by your magic source. If you don't have a source, this spell deals piercing damage instead.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each point spent beyond 1, increase the damage dealt by 1d10.


</noinclude>


Design Note: To be replaced eventually

Blast Bomb[edit]

1-point evocation
Casting time:  action
Range:  60 feet
Components:  S
Duration:  Instant

A bright streak flashes from your gesture to a point you choose within range, then then blossoms with a low roar into an explosion of magical energy. Every creature within a 5-foot radius of this point must make either a Dexterity saving throw (if your source damage is acid, fire, or lightning) or a Constitution save (for all other damage types). A creature takes 2d6 source damage on a failed save, or half as much on a successful save.
 This spell's damage type is determined by your magic source. If you don't have a source, this spell deals piercing damage instead.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each point spent beyond 1, increase the damage dealt by 1d6 and increase the radius by 5 feet.


|}</noinclude>

Blinding Flash[edit]

3-point illusion (phantasm)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  1 round

You conjure a blinding light which can be seen only by one creature in range that you can see. The target must make a a Intelligence saving throw to disbelieve this illusion.
 On a success, the target suffers only disadvantage on ranged attack rolls and sight-based ability checks until the end of its next turn.
 On a failure, the target instead becomes completely blinded until the end of its next turn.
 On a failure of 10 or more, the target instead becomes blinded for 1 minute. In this case the creature can repeat the save at the end of each of its turns, ending the effect early on a success.


Blow Mind[edit]

4-point enchantment (influence)
Casting time:  action
Range:  Self (30-foot radius)
Components:  V
Duration:  1 round
Your melody, oratory performance, or vocalized truth is so mind-blowing that it devastates those in its wake. Each creature within 30 feet that can hear and understand you must make an Intelligence saving throw. On a failed save, a creature takes 5d10 psychic damage and becomes dazed until the start of your next turn. On a successful save, a creature takes half as much damage.
 Alternatively, you can deliver this as a whisper to one creature within 5 feet of you, in which case only that creature makes the save.
 Any creature reduced to 0 hit points by this spell's damage doesn't suffer an injury, but instead falls unconscious for 1 minute. The creature awakes early if it takes more damage, becomes soaked, or regains hit points.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Bomb[edit]

Evocation (thunder) cantrip
Casting time:  action
Range:  30 feet
Components:  S, M (alchemist's tools)
Duration:  instant

You throw a concussive bomb (usually one you've previously prepared) at a creature or object in range, exploding on impact. Make a ranged spell attack against the target. On a hit, the target takes 1d6 thunder damage, and any creature within 5 feet of it must succeed on a Dexterity save or take 1d6 thunder damage.


Boomerang Blade[edit]

2-point conjuration (creation)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  1 round
You form a boomerang-like blade which flies to a space in range that you designate. The blade travels through any space occupied by a creature or object; the blade passes through objects harmlessly, but not creatures. Any creature in a 5-foot line between you and the chosen space must succeed on a Dexterity save or take 3d6 slashing damage. A creature in the chosen space has disadvantage on this save.
 The blade continues to hover and spin at that point until the start of your next turn. Any creature which would enter the same space as the blade must make the same save or take the same slashing damage.
 At the start of your next turn, the blade flies back to you in a straight line, then vanishes immediately before it would touch you. Any creature in a 5-foot line between that point and you must succeed on a Dexterity save or (again) take 3d6 slashing damage. If you are not within 300 feet of the point, the blade instead falls to the ground harmlessly, then vanishes.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase every damage roll by 1d6.


Celestial Breastplate[edit]

1-point abjuration
Casting time:  action
Range:  self
Components:  V, S
Duration:  10 hours

You conjure upon your body heavenly energy in the form of a brilliant chestplate, a style of armor which often holds religious significance. This armor lasts for the duration, but the spell ends if you remove it. This breastplace provides you with an AC of 13 + your casting ability modifier, to a maximum of 16.
 While you wear this magic armor and use the AC it provides, any attack roll made against you by a fiend or undead has disadvantage.


Cherry Bombs[edit]

2-point conjuration (creation)
Casting time:  action
Range:  self
Components:  V, S
Duration:  1 minute

You produce up to three cherry bombs in your hand, each appearing like orange-colored but otherwise normal cherries, which persist for the duration. As part of the action used to cast this spell, you can throw any these berries out to a range of 60 feet, sow any of these berries as on the ground of an unoccupied space, or eat any of these berry. You can also hold onto any of the seeds, or hand them to a different creature, in which case sowing or throwing any number the seeds can be done with a Use an Object action. During another creature's turn, that creature can take any number of seeds from your hand (if you are willing) and use any number of them as part of this action.

  • Thrown. Each thrown cherry erupts with a fiery explosion on impact. Each creature within 5 feet of a seeds erupt with a fiery explosion. Each creature within 5 feet of each explosion must succeed on a Dexterity saving throw or take 1d10 fire damage. On a failure of 10 or more, a creature also becomes ignited.
  • Sown. A flame tulip immediately sprouts on the spot, growing from the seed itself. Each tulip is hostile to all creatures other than the one who planted the berry, and other flame tulips. When the spell ends, the tulips wither away into nothingness.
  • Eaten. For each berry eaten, a creature is filled as if eating a meal, and gains a number of temporary hit points equal to your spellcasting ability modifier which persist for the spell's duration. If a creature eats several berries with one action, the number of temporary hit points are summed together. While these temporary hit points persist, the creature has resistance to fire damage and will not be attacked by flame tulips created by this spell.

Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, create one more cherry bomb.


Cosmic Rays[edit]

2-point evocation (light)
Casting time:  action
Range:  150 feet
Components:  V, S
Duration:  instant
You create up to three white-glowing rays formed from stellar energy, then hurl them at creatures or objects within range. You can hurl each ray at the same target, or different targets.
 Make a ranged spell attack roll for each ray. On a hit, a target takes 2d6 radiant damage.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, create and hurl one additional ray.


Daily Cast[edit]

2-point transmutation (chronomancy), ritual
Casting time:  minute
Range:  touch
Components:  V, S, M (a statuette or doll at least one inch in height)
Duration:  permanent
The material component used as this spell is imbued with the power of one cantrip or trick you know and specify. For the duration, every day at this time (or another time you specify when you cast daily cast) the statuette casts the chosen cantrip or trick, using your casting ability. You are mentally aware when and if this the statuette casts the spell. If this cantrip or trick requires a target, that target is chosen when you cast this spell. If the chosen cantrip or trick requires a material component itself, the statuette must be provided with it.
 This spell ends if you forget the chosen cantrip or trick, if you die, or if the statuette is either moved or damaged. This spell also ends if the cantrip or trick requires a target and that target leaves range, or the target otherwise becomes invalid. You can also end this spell any time as an action.
Upcast. You can upcast this spell by expending extra spell points when you cast it. Extra magic points allow you to imbue the doll with a more powerful spell. If you expend 1 extra point, you can imbue 1-point spell. If you expend 2 extra points, you can imbue a 2-point spell. If you expend 3 extra points, you can imbue a 3-point spell. Whenever the imbued spell is cast by the statuette, you lose the number of magic points. If you don't have the number of magic points at the time of casting, the imbued spell fails to cast, but daily cast doesn't end.


Deflect Missile[edit]

1-point abjuration
Casting time:  reaction
Range:  self
Components:  S
Duration:  instant

When you would be hit by a ranged weapon attack, you can cast this spell as a reaction to deflect or catch the projectile. When you do so, the damage you take from the attack is reduced by 2d6 + your casting ability modifier.
 If you reduce the damage to 0, the attack instead misses you. You can then catch the projectile if you have a free hand and it is small enough for you to carry.
 As part of this same reaction, you can use the caught projectile to make a ranged melee attack using that projectile, adding both your proficiency bonus and Dexterity modifier to the attack roll. This attack has a short range of 20 feet and a long range of 60 feet. A hit deals damage equal to 1d6 + your Dexterity modifier, and the damage type is the same that would have been dealt to you.


Detect Life[edit]

Divination (prophecy) trick
Casting time:  action
Range:  60 feet
Components:  S
Duration:  instant
You determine if a creature in range that you can see is alive, dead, undead, or deathless—and whether the creature is conscious or unconscious. Any construct or object is detected as deathless.


Detect Magic[edit]

Divination (prophecy) trick
Casting time:  action
Range:  touch
Components:  S
Duration:  instant

You determine whether an object or creature you touch is under the effect of a spell, and the spell's school of magic if it has one. If you touch an object, you can discern if the object is a mystic item, though you gain no insight to its effect. Against an unwilling target or a moving object, you must succeed on a melee attack roll to achieve this effect.


Detect Undead[edit]

1-point divination (prophecy), ritual
Casting time:  action
Range:  self (60-foot cone)
Components:  V, S
Duration:  concentration, up to 10 minutes

When you cast this spell, and as an action on each of your turns for the duration, you can detect the presence and location of any undead creature within a 60-foot cone originating from you, even if it is invisible.


Dictation[edit]

Necromancy (animation) trick
Casting time:  action
Range:  touch
Components:  S, M (any writing implement)
Duration:  permanent

You press the material component of this spell to parchment, a book, chalkboard, or other writing surface that can fit within a 5-foot cube. For the duration, the implement will write all words that are spoken at an audible volume within 30 feet of it.  If the spoken language is unknown to you, the spoken will be written phonetically in a script you know (such as spelling "phoenix" as "fee-nicks"), but the spell will not translate.  Dictate won't write the verbal components of a spell. If there is more than one speaker, the implement will only write for the most clearly understood speaker (usually the loudest).
 When you cast this spell, you can also instruct the implement to write out non-verbal sounds emitted within 30 feet of it. For example the sound of a river may be written as 'sound of rushing water.' If the sound is unclear the implement will write out a more vague description, such as 'a continuous rumble.'
 This spell ends if the writing implement becomes unable to write, if the implement runs out of room to write, if you cast this spell again, if you die, or if you choose to end it (no action required).


Dimension Dash[edit]

5-point conjuration (teleportation)
Casting time:  action
Range:  500 feet
Components:  V
Duration:  instant
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a spot you can see, one you can visualize, or one you can describe by stating distance and direction, such as "300 feet directly southeast of here."
 When you cast this spell, you can bring up to ten willing creatures with you, each of which must be of Large size are smaller, and who must be within 5 feet of you. All items carried or worn by you or the willing creatures are transported with you.
 If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with instead teleport to the nearest unoccupied space.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Dispell[edit]

4-point abjuration
Casting time:  action
Range:  100 feet
Components:  V, S
Duration:  instant

Choose one creature, object, or spell effect within range. All spell effects of 4-points or lower end on the target.
 If the target is a creature under a spell of 5-points or higher, for each such spell the target is afforded a new saving throw to end that effect. If the spell doesn't normally afford saving throws, the target makes a Constitution saving throw against the spell's saving throw DC, and on a success ends the spell's effect on itself.
Counterspell. If you use your Ready action to prepare to cast this spell as a reaction, instead of the normal effect you can choose to target a a spellcasting creature, then potentially use your reaction to cast dispell on the target as the target casts their own spell. When you cast dispell in this way, the target must succeed on a Constitution saving throw or the spell it is trying to cast fails with no effect whatsoever. If the spell is 5-points or higher, the target has advantage on this saving throw.


Dispelling Note[edit]

3-point abjuration
Casting time:  action
Range:  30 feet
Components:  V, S, M (a musical instrument)
Duration:  instant
A powerful stroke from your instrument snaps your allies to their senses against magic ails. You and each friendly creature in range that can hear you can make a new saving throw to end each ongoing but unwanted spell effect afflicting it. If the spell effect does not have a saving throw associated with it, the creature makes a Charisma saving throw to end the spell's effect on itself. If the effect is from a 1-point spell, a trick, or a cantrip, this saving throw is made with advantage.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the range by 10 feet.


Dispelling Powder[edit]

2-point abjuration
Casting time:  action
Range:  10 feet
Components:  S, M (alchemist's tools)
Duration:  instant

You fling a fistful of alchemical powder on a creature or object in range that you can see. An unwilling target can make a Dexterity saving throw, and on a success this spell has no effect.
 One spell effect of 3-points or fewer ends on the target. If multiple spell effects apply, only the lowest one ends; if multiple are tied, one is randomly selected. If this casting of dispelling powder doesn't end any spell effect, then the target instead gains advantage on the first saving throw it makes against a spell before the start of your next turn.


Dracoshift[edit]

1-point transmutation (morph)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  10 hours
You or a willing creature you touch is armored in dragon scales and armed with dragon claws, which persist for the duration. While armored in this way the the target's AC can't be lower than 12 + its Constitution modifier.
 Additionally, while the target has a free hand, it can use its hand or forelimb to make an unarmed strike that deals slashing damage equal to 1d6 + its Strength modifier. This unarmed strike has the light property.
Upcast. You can upcast this spell by expending extra spell points when you cast it. If you expend at least one extra magic point, while armored the target also gains resistance to one damage type from acid, cold, fire, or lightning as chosen by you when you cast this spell.


Dragon Punch[edit]

3-point evocation (fire)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  instant
You focus tremendous draconic power into a single, utterly ridiculous point-blank strike. Make a melee spell attack against a creature or object you can reach.
 On a hit, the target takes 3d12 bludgeoning damage plus 3d12 fire damage, and is ignited. If the hit target is a Large or smaller creature, it is launched 10 feet directly away from you.
 On a miss, the sheer overextension forces you to fall prone, and reduces your speed to 0 until the start of your next turn.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase both the bludgeoning and fire damage by 1d12 each.


Drake's Breath[edit]

1-point evocation (fire)
Casting time:  bonus action
Range:  touch
Components:  V, S
Duration:  1 minute
A creature you touch is imbued with drake's fiery breath. For the duration, once on each of its turns the target can use the Attack action to exhale flames in a 15-foot cone originating from itself. Each creature in this area must make a Dexterity saving throw against your spell DC. A creature takes 1d6 fire damage on a failed save, or half as much on a success.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.
Upcast. You can upcast this spell by expending extra spell points when you cast it. The fire damage becomes Xd6, where X is the number of magic points you expended on this spell.


Drowse[edit]

1-point enchantment (compulsion)
Casting time:  action
Range:  touch
Components:  S
Duration:  1 minute

A creature you touch is struck with an overwhelming but momentary fatigue.  Make a melee spell attack against the target.  On a hit, if your attack roll's total equals or exceeds the target's remaining hit points, the target falls unconscious for the duration. The creature awakens immediately if damaged.
 If you hit but the target doesn't fall unconscious, then until the start of your next turn the target is dazed. This spell has no effect on any construct or undead.


Druidcraft[edit]

Transmutation (alteration) trick
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant

Whispering to the forces of nature, you create one of the following effects within range:

  • Create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists until the end of your next turn.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.


Echo[edit]

Evocation (thunder) cantrip
Casting time:  action
Range:  120 feet
Components:  V
Duration:  instant

You project the sound of your voice to a point in range that you can see, which sounds as though it's originating from that point instead of you.  You provide the sound of your voice as part of the verbal component of this spell.
 If you wish, the sound is amplified up to a painfully loud volume.  If you do this, every creature within 5 feet of the point must succeed on a Constitution saving throw or take 1d4 thunder damage and become deafened until the start of your next turn.


Eyebite[edit]

4-point necromancy (necrotic)
Casting time:  action
Range:  self (60 feet)
Components:  V, S
Duration:  concentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dreadful power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature, but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

  • Asleep. The target falls unconscious. If the target is attacked, harmed, soaked, disturbed by a loud noise, or shaken awake with an action, this spell's effect ends on that creature.
  • Panicked. The target becomes frightened of you, and must flee. The frightened creature must take the Dash action at least once on each of its turns. This effect ends on the creature if it is ever at least 60 feet away from you.
  • Sickened. The target becomes poisoned and nauseated. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Far Step[edit]

1-point conjuration (teleportation)
Casting time:  action
Range:  30 feet
Components:  V
Duration:  instant

The image of your body momentarily distorts, and you teleport to an unoccupied space within range that you can see.
Upcast. You can upcast this spell by expending extra spell points when you cast it. If you cast this spell using at least 3 magic points, you can either cast it as a bonus action, or increase its range by 30 feet for each point expended beyond 1.


Fighting Words[edit]

Divination (transmission) cantrip
Casting time:  bonus action
Range:  touch
Components:  V, M (a simple weapon)
Duration:  1 minute

The power of your voice is imbued to the material component used when you cast this spell. For the duration, attacks with the weapon use your Charisma modifier in place of the wielder's Strength modifier. Additionally, any critical hit with the weapon causes your voice to ring out from the impact, and deals extra thunder damage equal to your proficiency bonus.
 This spell ends if you cast it again, or if you choose to end it (no action required).


Figment[edit]

Illusion (figment) trick
Casting time:  action
Range:  30 feet
Components:  S
Duration:  1 minute

You create an image of an object within range that persists for the duration. The figment also ends if you dismiss it (no action required) or if you cast this spell again. The object can anything from a chest to a set of muddy footprints, but it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect.
     Physical interaction with the image reveals it to be a mere figment, because things can pass through it. Any creature who investigates the image from afar, such as with the search action, must make a Intelligence (Investigation) check as normal and if the result equals or exceeds your spell save DC the creature confidently discerns it to be an illusion. If a creature discerns the illusion (either through physical interaction or a successful check), the illusion becomes faint to that creature.


Firework[edit]

Conjuration (creation) trick
Casting time:  action
Range:  varies
Components:  S, M (alchemist's tools)
Duration:  varies

You produce a chalk-sized explosive which has one of the following possible uses, as you specify when you cast this spell:

  • Torch. The item acts as a torch for 10 minutes.
  • Flash. You use the item to create a harmless spray of crackling, colorful lights centered on a point anywhere within 100 feet of you. You can choose any color and shape for the flash, though they the lights are always clearly artificial. Any creature within 10 feet of this point has disadvantage on sight-based perception checks until the end of your next turn.
  • Firecracker. You hurl the item in a lob, landing at a point anywhere within 20 feet of you where it produces a loud but harmless explosion. Any creature in 10 feet of this point has disadvantage on sound-based perception checks until the end of your next turn.
  • Rocket. The item launches as a fiery rocket. Make a ranged spell attack against a object or creature within 100 feet of you. On a hit, the target becomes ignited.


Flashbang[edit]

4-point enchantment (influence)
Casting time:  action
Range:  30 feet
Components:  S, M (alchemist's tools)
Duration:  1 round
You hurl a vial full of potent alchemical ingredients to a point in range that you can see, which immediately explodes with a deafening noise and blinding flash. Any creature within 10 feet of the point must succeed on a Constitution saving throw or become blinded and unable to hear until the end of your next turn. On a failure of 10 or more, a creature is also stunned until the end of your next turn.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Foam Spray[edit]

Evocation (water) cantrip
Casting time:  action
Range:  self (15‑foot cone)
Components:  V, S
Duration:  1 minute

A cloud of sea foam sprays into a 15-foot cone originating from you.  Any open flame in this area is extinguished, and the ignited condition ends for all creatures in this area.
 Any creature in this cone must make a Dexterity save.  On a failure the target is soaked for the duration.  While soaked in this way, the target treats all movement (including swimming or flying) as difficult terrain.
 Any effect which ends the soaked condition also ends this spell's effect on an affected creature.  An affected target, or a willing creature next to it, can use an action to wipe off the foam and end this spell's effect early on that target.


Freeze[edit]

Evocation (cold) cantrip
Casting time:  action
Range:  5 feet
Components:  S
Duration:  instant
Freezing flakes of snow sprinkle from your fingertips to a point within range. If sprinkled onto a drink or food, it will be instantly chilled. If sprinkled on the ground, a pile of deep snow turns a 5-foot square into difficult terrain until it melts naturally. If sprinkled onto the surface of calm water, up to a 5-foot-square of its surface freezes solid with enough buoyancy to support a Medium or smaller creature, which persists until it melts naturally.
 You can fling these flakes at a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.


Freeze Wave[edit]

3-point evocation (cold)
Casting time:  action
Range:  self (20-foot cone)
Components:  V, S
Duration:  concentration, up to 1 minute
With a stomp of your foot into the ground (no free hand required for this somatic component), you conjure a wave of ice that races through a 20-foot cone originating from you. Ground in this area becomes difficult terrain for creatures other than you while the spell persists.
 Any creature in the area when you cast this spell takes 2d4 cold damage, and must succeed on a Strength saving throw or become restrained by the ice freezing it in place. A creature restrained by this spell can repeat this save after each action it takes, and on a success breaks free from the ice to end the effect on itself.
 When this spell ends (even outside of your turn), the ice violently shatters apart as it sublimates into the air. Each creature other than you in the area takes 2d4 slashing damage.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the cone's size by 10 feet.


Gale Cutter[edit]

Evocation (air) cantrip
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  instant

You form a solid blade from air which then spirals towards a creature or object in range that you can see. Make a ranged spell attack roll against the target. On a hit, the target takes 1d8 slashing damage. You have advantage on this attack roll if the target is airborne or within a strong wind.


Geyser[edit]

2-point evocation (water)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant
From a point in ground within range you designate, a sudden steaming-hot jet of water blasts straight upward. The jet of water lasts only a moment, covering a line that extends directly upward 20 feet. Any creature in this line must succeed on a Dexterity save or take 5d6 fire damage from the scalding water and then become soaked.
 Any Medium or smaller creature that fails this save is also flung straight up to the end of the line, 20 feet straight above the ground, then falls if it doesn't have a fly speed or another means of arresting its descent, taking 1d6 bludgeoning damage for every 10 feet fallen and landing prone.
 Any unattended object in the line of Medium size or smaller is similarly launched straight up to the end of the line.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the fire damage damage by 1d6 and increase the geyser's height by 10 feet.


Giant Strength[edit]

1-point transmutation (enhancement)
Casting time:  bonus action
Range:  self
Components:  S
Duration:  1 round
You channel the tremendous might for which giants are so renowned. Until the start of your next turn, you have advantage on all Strength-based ability checks, saving throws, and attack rolls—and if you add your Strength modifier to any damage roll, that damage roll is maximized. Additionally, the amount of weight you can push, drag, or lift is doubled.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.


Glitter Spray[edit]

Evocation (light) cantrip
Casting time:  action
Range:  self (15‑foot cone)
Components:  V, S
Duration:  1 minute

A cloud of glitter shoots out to cover a 15-foot cone originating from you.  Any creature in this area must succeed on a Dexterity saving throw or be covered in glowing glitter for the duration. Any unattended object in the area is covered as well.
 While covered, a target does not benefit from being invisible or unseen, emits dim light in a 5-foot radius, and has disadvantage on any Dexterity (Stealth) check. The target also slowly sheds for the duration, leaving a sparkling trail over any ground the creature has traversed since the start of this spell. The glitter can't be removed by hand, but if a creature or object becomes soaked, the glitter washes away and this spell's effect ends on that creature.
 If you cast this spell again, any previous instance of it abruptly ends.


Glow[edit]

Evocation (light) trick
Casting time:  action
Range:  120 feet
Components:  S
Duration:  permanent

An object in range that you can see begins to glow white or another color of your choice, shedding bright light in a 20-foot radius and dim light for another 20 feet. The object cannot be anything more than 10 feet in any dimension. If the object is held or worn by a creature, that creature can make a Dexterity saving throw to prevent the spell's effect on a success.  Completely covering the object will block the light's glow. This glow persists until you cast this spell again, you dismiss its effect (no action required), or you die.


Gravity Hammer[edit]

2-point evocation (force)
Casting time:  action
Range:  120 feet
Components:  V, S
Duration:  instant
A surge of invisible force pulls down on a creature or object in range that you can see. The target must make on a Strength saving throw. On a failed save, a creature takes 4d6 damage force and falls prone. On a success a creature takes half as much damage and doesn't fall prone. Any flying creature has disadvantage on this save. A waterborne creature doesn't take damage, but instead is forced to descend directly downward 10 feet for every 5 damage it would have taken.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the damage by 1d6.


Gravity Pull[edit]

Evocation (force) cantrip
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant

Designate an object or creature within range that you can see. If your size category is the same or smaller than the target, you are pulled up to 30 feet straight towards the target—even if it means being pulled up into the air.
 If the target's size category is smaller than yours, instead the target must succeed on a Strength save or be pulled 10 feet towards you. If the target is an object held by a creature, the holding creature makes this save, and the object is pulled only if the target can be disarmed of it. Any unattended object automatically fails the save.



Hundred Fists[edit]

4-point transmutation (enhancement)
Casting time:  action
Range:  5 feet
Components:  V, S
Duration:  instant
You unleash a seemingly impossible number of lightning-fast blows against a creature within range, each meant to critically strike a different weak point in the target's anatomy. The target must make a Dexterity saving throw. Any folk creature (or humanoid) has disadvantage on this save.
 A creature takes 4d10 bludgeoning plus 4d10 necrotic damage on a failed save, or half as much on a success. If the target fails this save by 10 or more, the target is also stunned until the start of your next turn.
 Any creature reduced to 0 hit points by this damage violently explodes apart, leaving no corpse.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.

Ice Cube[edit]

4-point evocation (cold)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant
Impossibly harsh cold flash-freezes a 15-foot-sided cube centered on a point in range that you can see. All wet ground or unoccupied water in the cube freezes solid, becoming difficult terrain until it thaws naturally. All creatures in the cube must make a Constitution saving throw. A creature has disadvantage on this save if it is soaked.
 On a failed save, a creature takes 5d10 cold damage, and must treat all movement as difficult terrain until the start of your next turn. On a failure of 10 or more, the creature is also frozen solid—completely petrified—until the start of your next turn, or until it takes fire damage.
 On a successful save, the creature takes half as much damage and suffers no other ill effects.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Ignite[edit]

Evocation (fire) cantrip
Casting time:  action
Range:  touch
Components:  V, S
Duration:  instant

Kindling sparks shed from your fingertips, and your touch can burn an object or creature. 

  • If you touch less than 1 kg (or 2 lbs) of food, the food is instantly charred—not cooked well, but cooked enough to eat. 
  • If you touch body of water, up to 4 liters (or 1 gallon) of it are instantly evaporated. 
  • If you touch a light source like a torch or lantern, it lights up as if precisely lit.
  • Any other unattended object you touch lights aflame if it is flammable.
  • You can attempt to ignite a creature you try to touch by making a melee attack roll against the target.  On a hit, the target is ignited.


Infernal Scales[edit]

1-point abjuration
Casting time:  action
Range:  self
Components:  V, S
Duration:  10 hours

You conjure upon your body infernal protection in the form of jet-black scale mail with a foreboding aura. This armor lasts for the duration, but the spell ends if you remove it. The armor gives you the normal AC of 16 provided by scale armor, and you need not meet its Strength requirement if your casting ability is 11 or higher.
 While you wear this armor and use the AC it provides, any attack roll made against you by a celestial, elemental, or fey has disadvantage.


Infest[edit]

Conjuration (summoning) cantrip
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant

A cloud of ravenous vermin momentarily ravage an object or creature in range that you can see.
 If the target is an object, it instantly spoils or dirties. Food for example spoils and becomes inedible, while a piece of clothing becomes covered in dirt.
 If the target is a creature, the target must succeed on a Constitution save or take 1d8 poison damage and move 5 feet in a direction of your choice.  The creature can't be moved into an unoccupied space, or a space that is clearly lethal such as off the edge of a bridge.


Instant Transmission[edit]

4-point conjuration (teleportation)
Casting time:  action
Range:  1 mile (5,280 feet)
Components:  V, S
Duration:  instant

You teleport from your current location to another spot within range. It must be a spot you have been before or can clearly see. If the designated spot is occupied, you are instead teleported to the nearest unoccupied space.
Upcast. You can upcast this spell by expending extra spell points when you cast it. If you cast this spell using 5 points, you can cast it as a bonus action instead of an action. If you do, you have advantage on one melee attack roll you make immediately after casting instant transmission as part of one Attack action made before you move. You can't cast any other powered spell on the turn you cast this spell in this way.


Jolt Cadaver[edit]

Necromancy (animation) cantrip
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  instant

You compel a dead or undead creature in range to perform a sudden, jerking motion.  If the target is undead, it makes a Charisma save, and on a success is unaffected by this spell for the next 24 hours.
 The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life.  The motion can otherwise be any you choose.  Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop prone.  If you compel the target to make an attack, it uses your melee spell attack roll, and deals 1d10 damage bludgeoning damage (or a more appropriate damage type determined by your narrator).  For any motion that would require a Strength check, the target uses your casting ability in place of Strength.
     Any motion caused by this spell does not consume any action or movement the target would otherwise be afforded.



Ki Blast[edit]

Evocation (force) cantrip
Casting time:  action
Range:  120 feet
Components:  V, S
Duration:  instant
You channel ki into a glowing sphere of energy, which you launch towards a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

Leap[edit]

Transmutation (enhancement) trick
Casting time:  action
Range:  touch
Components:  V, S
Duration:  1 round

A creature you touch is momentarily instilled with incredible jumping prowess.  Until the start of your next turn, the target can use an action to perform a standing long jump that covers a distance equal to its walking speed, or a standing high jump which covers half this distance. If you target yourself, you can perform this action as part of casting this spell.

Within this duration, the target also doesn't take damage from falling a distance no greater than its speed.


Leech Seed[edit]

1-point necromancy (restoration)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  concentration, up to 1 minute
You produce and hurl a magic seed at a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the seed latches onto the target and drains it of life energy, dealing 2d4 necrotic damage. You then regain hit points equal to those lost by the target as a result of this damage roll.
 At the end of each of the seeded creature's turns, it again takes 2d4 necrotic damage and you regain hit points equal to those lost.
 A creature with a free hand or similar grasping limb can attempt to remove the seed from the target with an action, making a Strength saving throw to attempt to pry the seed free, ending this spell on a success.
Pass the Seed. When you first cast this spell, instead of throwing the seed you can pass it into the hand of a willing creature within your reach. On that creature's turn, with its Action the creature can throw the seed using your ranged spell attack modifier. On a hit, the seed acts as though this creature cast the spell instead. If at the start of your next turn the seed hasn't hit a creature, the seed poofs into smoke and this spell ends without any further effect.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the damage by 1d4.


Liberate Flame[edit]

Evocation (fire) cantrip
Casting time:  bonus action
Range:  30 feet
Components:  S
Duration:  instant

The flame of an ignited creature or an ignited object (such as a torch) in range that you can see explodes outward. If the target is a creature, it takes 1d10 fire damage. Any creature within 5 feet of the target must succeed on a Dexterity saving throw or also take 1d10 fire damage. The target's flame then goes out, and it is no longer ignited.


Life[edit]

1-point abjuration (restoration)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  instant
A creature you touch regains a number of hit points equal to 1d12 + your casting ability modifier. This has no effect on any construct or undead.
Brewing a Life Drink. When you cast this spell, as a material component you can use brewer's tools with which you are proficient to create water of life, which appears in a corked bottle drawn from your brewer's tools. Any creature can imbibe this drink with a Use an Object action, regaining the hit points instead of a creature you touch. The die isn't rolled until the potion is drunk. Water of life created this way loses its potency after 10 hours, becoming no different from normal water.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point expended, add 1d12 to the hit points regained.


Lightning Bolts[edit]

4-point evocation (lightning)
Casting time:  action
Range:  Self (one 100-foot line or two 50-foot lines)
Components:  V, S
Duration:  instant
A bolt of lightning erupts from you and tears through a line 5 feet wide and 100 feet long. If you have two hands free, you can direct two bolts in two different directions simultaneously, each of which is only 50 feet long. Each creature in the line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much on a success. A creature has disadvantage on this save if it is soaked, wearing metal armor, or within 5 feet of you.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Lightning Leap[edit]

3-point transmutation (teleportation)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  1 round
You transform into a bolt of lightning, then teleport directly from your location to an unoccupied space within range that you can see. Each creature within 5 feet of your starting point, within 5 feet of your ending point, and in a 5-foot line directly between these two points, must make a Constitution saving throw. Each creature takes 4d6 lightning damage on a failed save, or half as much on a success..
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the range by 60 feet, and add 1d6 to each damage roll.


Lullaby[edit]

1-point enchantment (compulsion), ritual
Casting time:  action
Range:  self (15-foot radius)
Components:  V
Duration:  10 minutes
As the verbal component to this spell, you either sing a gentle lullaby or tell a bed-time story. Each creature in range who can hear you must make a Charisma saving throw at the end of each minute within the duration. Any creature which can't be charmed automatically succeeds on these saves. If a creature fails this save, it becomes dazed for the duration. If a creature is already dazed when it fails this save, it falls unconscious into a natural slumber for up to 10 hours. A creature which stays unconscious for at least 6 hours through this effect fully regains its hit points.
 If an affected creature is attacked, harmed, soaked, disturbed by a loud noise, or shaken awake with an action, this spell's effect ends on that creature.
Upcast. You can upcast this spell by expending extra spell points when you cast it. If you cast this spell using at least 4 magic points, then an affected creature makes the save at the end of each of its turns instead of at the end of each minute.


Magnet Push[edit]

Evocation (lightning) cantrip
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  instant

You propel one unattended object you can see in range that is made mostly or entirely of solid metal, does not exceed 5 feet in any dimension, and does not weigh more than 50 kilograms (or 110 pounds). The controlled object flies in a straight line up to 30 feet in any direction you choose. The flight can either be (a) sudden and capable of dealing damage on impact, or (b) slow and steady like an elevator.
 If the object's flight would pass through the space of one or more creatures, all creatures in the line make a Dexterity save, starting from the first creature in the path and ending with the last creature in the path. The first creature in this line which fails the save take 1d10 bludgeoning damage, and the object stops in (or returns to) the nearest unoccupied space in the line.
 The object can carry or push an amount of weight up to the weight limit of this spell.
 If the object's movement would ever call for a Strength check, you make the ability check with your casting ability but do not add your proficiency bonus.
 If the object's flight stops in the air, the object then falls directly downward. If the object falls at least 10 feet, any creature which could be hit by the falling object makes a Dexterity save, and on a failed save takes 1d10 bludgeoning damage.


Malevolent Mockery[edit]

Enchantment (influence) cantrip
Casting time:  action
Range:  60 feet
Components:  V
Duration:  1 round

You unleash a string of insults at a creature you can see within range. If the target can hear you, whether it understands your words or not it must succeed on a Charisma saving throw or take 1d6 psychic damage and have disadvantage on the first attack roll it makes before the start of your next turn.


Marvelous Multitool[edit]

3-point transmutation (alteration), ritual
Casting time:  bonus action
Range:  touch
Components:  V, S, M (wood or metal at least 1 foot in length which can fit in your bag)
Duration:  10 minutes
You transform the material component of this spell into a tool, a common set of tools, a common weapon, or any gear that can fit in your bag but has a cost of no more than 10 gp. The transformed item behaves just as a common version of the tool or gear would. The item can't be transformed into gear that is consumed with use, such as oil or a ration. The item reverts to its initial form if it takes damage, if the item is ever more than 5 feet away from you, or when this spell ends.
 Within the duration, once on each of your turns you can use your bonus action to again transform the item into a different qualifying tool, weapon, or gear.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.
Upcast. You can upcast this spell by expending extra spell points when you cast it. With one extra point, the duration becomes 1 hour. With two extra points, the duration becomes 10 hours.


Memo[edit]

Divination (transmission) trick
Casting time:  action
Range:  touch
Components:  S
Duration:  permanent

You touch an unattended object or a 5-foot patch of ground, then imagine an image, sound, emotion, or short message. Any creature who comes into contact with the target object within the duration becomes vividly aware of what you imagined, and the creature realizes this is a magic effect but gains no insight into the intent of the memo or its creator. A creature can suppress experiencing the memo again if it wishes.
 This spell ends if you cast it again, if you die, or if you dismiss its effect (no action required).


Message[edit]

Divination (transmission) trick
Casting time:  action
Range:  120 feet
Components:  V, S
Duration:  instant

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
     You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


Meteor[edit]

5-point evocation (earth)
Casting time:  action
Range:  300 feet
Components:  V, S
Duration:  1 round
You call forth a flame-soaked boulder from the heavens to strike down upon point in range that you can see. When you use your action to cast this spell, designate a point in range that you can see when you cast this spell. At the start of your next turn, the meteor impacts the point if the point has a clear path directly upward to the sky. If this path is obstructed, the meteor instead impacts the obstruction closest to the sky. Creatures in the path of the meteor cannot detect its approach with nonmagical means.
 On impact, the meteor explodes with a fiery detonation. Each creature in a 40-foot radius sphere centered on the impact point must make a Dexterity saving throw. A creature takes 5d10 bludgeoning damage plus 5d10 fire damage on a failed save, or half as much on a success. A Large or smaller creature that fails this save flies 10 feet away from the impact point and lands prone. Any unattended object or structure in this area takes maximized damage, a total of 100 damage, and in most cases is utterly destroyed.
 You can never Ready this spell, nor can you otherwise cast it as a reaction.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Meteorites[edit]

2-point evocation (earth)
Casting time:  bonus action
Range:  touch
Components:  V, S
Duration:  concentration, up to 1 minute
You conjure forth 10 small rocks, or meteorites, appear and orbit around a creature you touch for the duration. The orbited creature's AC is never lower than 10 + the number of remaining meteorites, not including a shield nor any other bonus. Whenever an attack roll misses the target, a meteorite intercepts the attack and the meteorite is destroyed.
 Either you or the the target can use an Attack action to sling one of the meteorites at a seen object or creature within 120 feet of the orbited target (no hands required). Make a ranged spell attack for the meteorite. On a hit, the meteorite deals 2d10 bludgeoning damage, and the meteorite is destroyed on impact by crumbling apart. On a miss, the meteorite returns to the target and isn't destroyed.
 If the last meteorite is destroyed, this spell ends.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, add 2 extra meteorites.


Mighty Defense[edit]

1-point abjuration
Casting time:  action
Range:  self
Components:  S
Duration:  10 hours
The primal power of Jotun hardens your body against conventional attacks by drawing upon your physical might. For the duration your AC can't be lower than 10 + your Strength modifier + your casting ability modifier.
 This primal power only functions if you abandon other forms of protection. You lose this AC while you wear any armor, or while a shield or any other effect adds to your AC.


Notification[edit]

1-point divination (transmission), ritual
Casting time:  action
Range:  touch
Components:  V, S, M (see description)
Duration:  Permanent
A willing creature you touch becomes psychically linked to the trap or instrument used as a material component for this spell.  Alternatively, you can link the target to an ongoing spell you've cast with a duration of 1 hour or greater.
 When the trap is sprung, the instrument is played, or the spell ends, the target is mentally alerted to this occurrence instantly regardless of distance.  The alert is strong enough that the target will awaken from natural sleep.
 The spell ends once the trap is sprung or the spell ends, but won't end if the iif you die, this spell ends.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can link five more creatures to the trap, instrument, or spell.


Oil[edit]

2-point conjuration (creation)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  concentration, up to 1 minute

You conjure greasy oil to (a) smother a creature in range for the duration, (b) coat a 20-foot square of ground in range that you can see for the duration, or (c) fill an empty container within range for the duration. If you supply 100 grams of silver (or 10 sp) as a material component to be consumed by this spell, the duration becomes permanent and does not require concentration.
a. The target has advantage on any ability check or saving throw made to escape any grapple, and all other creatures have advantage on any check made to escape the target's grapple. If the target takes fire damage, it becomes ignited for the duration. The effect ends if the creature becomes soaked.
b. The affected ground becomes difficult terrain. Any creature on the affected ground must succeed on a Dexterity saving throw or fall prone. The first time a creature moves onto affected ground during its turn, it must succeed on a Dexterity save or fall prone. While on the affected ground a creature can't recover from being prone using its movement. If a creature takes fire damage while on the affected ground, that creature takes an extra 1d10 fire damage.
c. The container fills with up to a liter of oil.


Pepper[edit]

Enchantment (compulsion) trick
Casting time:  bonus action
Range:  60 feet
Components:  S
Duration:  instant

Target an object, or 5-foot square of ground, in range that you can see. Any creature in contact with the target when you cast this spell must sneeze loudly, or the closest approximation of a sneeze given its anatomy, even if the creature cannot normally sneeze. Any creature that can't be charmed is immune to this effect.


Petrify[edit]

5-point transmutation (morph)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  concentration, up to a variable amount
You attempt to turn a creature to stone with a horrific flash from your eyes. A creature in range that you can see, other than a construct or elemental, must make a Constitution saving throw.
 On a success of 10 or more, this spell ends with no other effect.
 On a success of less than 10, the target's speed is halved until the end of your next turn as its body momentarily stiffens. On your next turn, you can use an action to force the creature to repeat this saving throw, but it does so with advantage. If you don't use this action by the end of that turn, the spell ends.
 On a failure of less than 10, the target becomes restrained until the end of your next turn. On your next turn, you can use your action to force the target to repeat this saving throw, but it does so with disadvantage. If you don't use this action by the end of that turn, this spell ends.
 On a failure of 10 or more, the target turns fully to stone and becomes petrified for 1 minute. Each time the creature takes damage while petrified within this minute, it can repeat this saving throw, and on any success becomes no longer petrified. If you maintain concentration on this spell for the full minute and at the end the creature remains petrified, it becomes petrified permanently.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Pluck Luck[edit]

2-point enchantment (influence)
Casting time:  reaction
Range:  30 feet
Components:  S
Duration:  1 round

Immediately before a creature in range makes any attack roll or ability check, you can use your reaction to make a plucking motion towards it. The target suffers disadvantage on that roll as you pluck the luck away from it. If the roll succeeds anyway, you gain advantage on the first attack roll or ability check you make before the end of your next turn.
 This spell has no effect on a creature that can't be charmed. After you affect a creature with this spell, it can't be affected by your pluck luck spell again within the same day.


Poltergeist[edit]

3-point necromancy (animation)
Casting time:  1 action
Range:  self (10‑foot lradius)
Components:  V, S
Duration:  concentration, up to 1 minute
For the duration, you are followed by a chaotic swirling wind and unseen force. Dust, pebbles, and nearby unattended Tiny objects visibly orbit around your body as carried by this force. While this spell persists, you always have at least half cover against all attacks and effects made from more than 10 feet away from you.
 Additionally, whenever a creature first moves into a 10-foot radius of you during its turn, or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage from the wind and swirling objects.
 If a creature fails this save by 10 or more, it is disarmed of one item it is holding (randomly selected if it has several), which is sucked into the swirling objects around you. Other creatures cannot retrieve the object while this spell persists, but your Use an Object action can retrieve it.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, add 1d6 to the damage dealt.


Portal[edit]

5-point conjuration (teleportation)
Casting time:  action
Range:  100 feet
Components:  V, S
Duration:  concentration, up to 10 minutes
As part of the action used to cast this spell, you create on a flat unoccupied surface within range a 5-foot diameter magical orange circle, and on another unoccupied surface in range a 5-foot diameter magical blue circle. A seamless magical portal connects the two circles. Any object or creature which would pass into one circle instantly appears from the latter, even if involuntarily shoved into it. Sight and sound move through this portal as easily as it would an open doorway. Any creature or object wider than 5 feet along its shortest dimension cannot pass through one of these circles. If one of the portals is blocked, nothing can pass through it.
 Within the duration, you can use an action to place a new orange circle or a new blue circle within 100 feet of your new location, replacing the previous one. The new circle must still be placed on a flat unoccupied surface, and will not form more than 200 feet away from the circle of the opposing color.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Prismatic Veil[edit]

3-point abjuration
Casting time:  action
Range:  touch
Components:  V, S
Duration:  concentration, up to 1 minute
A creature you touch is veiled in a circular rainbow when viewed from any angle. For the duration, the target has resistance against all damage other than bludgeoning, piercing, and slashing.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can target one additional creature.


Quick Fingers[edit]

1-point transmutation (enhancement)
Casting time:  action
Range:  touch
Components:  S, M (alchemist's tools)
Duration:  1 minute
An alchemical substance you supply to yourself or a willing creature you touch instills fingers with abnormal quickness and nimbleness. For the duration, the target has advantage on Dexterity (Sleight of Hand) checks, can Use an Object as a bonus action on each of its turns, and re-rolls any Dexterity attack roll if the d20 lands on a 1.
Upcast. You can upcast this spell by expending extra spell points when you cast it. Expending 1 extra point increases the duration to 10 minutes, and expending 2 extra points increases the duration to 1 hour.


Radiant Ray[edit]

Evocation (light) cantrip
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  1 round

You sling a mote of glowing energy at an object or creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage and sheds dim light in a 5-foot radius until the end of your next turn or until it takes damage, whichever comes first. While glowing in this way, the target doesn't benefit from being invisible, and attack rolls against the target have advantage.


Reflexive Defense[edit]

1-point abjuration
Casting time:  action
Range:  self
Components:  S
Duration:  10 hours
Your ki channels into defensive instincts, guard, and reflexes which persist even while you are unconscious or otherwise unaware of threats. For the duration your AC can't be lower than 10 + your Dexterity modifier + your casting ability modifier. You can't add a shield to this AC.


Render Memory[edit]

1-point illusion (glamer), ritual
Casting time:  action
Range:  touch
Components:  V, S
Duration:  10 minutes
An inanimate corpse or destroyed object you touch has its appearance altered to appear as it did immediately before it died or was destroyed. This illusion lasts for the duration. This illusion is frozen in place, any will not respond to any stimuli. The target behaves no differently from its dead or destroyed self; only its appearance is altered. Consequently, any direct interaction with the target usually reveals this appearance to be an illusion.
Permanency. If you provide ten silver ingots (collectively worth 100 gp) as a material component to be consumed by this spell when you cast it, this spell's duration becomes permanent.


Resonance Armor[edit]

2-point abjuration
Casting time:  action
Range:  self
Components:  V, S, M (a musical instrument)
Duration:  10 hours

You instill clothing or light armor you are wearing with the thunderous power of your music, which persists for the duration. While you wear the clothing or armor, you have resistance to thunder damage, and whenever a creature hits you with a melee attack it takes 1d4 thunder damage from the violent resonance that travels from your attire through its weapon or body.


Resurrection[edit]

5-point abjuration (restoration)
Casting time:  hour
Range:  touch
Components:  V, S, M (a diamond worth at least 800 gp)
Duration:  instant

This spell is a legendary rite meant to bring an intact corpse back to life, but even when performed by the most powerful spellcasters it may not succeed. At the end of this spell's casting time, you touch the intact corpse of a creature, the spell consumes the diamond used as a material component, and the creature makes a d20 roll against DC 10. The DC is modified by the following circumstances:

+5 for every 24 hours that have passed since the creature died.
+5 for each time the creature has been previously resurrected or reincarnated successfully.
-2 for each living and present creature which as part of the casting time spends at least 1 minute truthfully narrating a meaningful bond with the deceased creature, or narrating a reason the deceased creature is needed. Up to five creatures can do so for a total reduction of -10.
The creature can willingly fail this d20 roll. Any undead or construct automatically fails this roll. On a failed roll the creature's spirit leaves this world forever, and cannot be resurrected by this spell nor any other effect.
 On a successful roll the creature is brought back to life with 1 hit point and a number of injuries equal to its proficiency bonus. Any nonmagical poisons and nonmagical diseases still within the creature's body are removed. This spell closes nonlethal wounds, but does not restore missing body parts.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Rolling Wave[edit]

Evocation (water) cantrip
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  instant

Designate one point of continguous body of water consisting of at least 5 cubic feet (or ~30 liters). A wave of water rushes out from that point in a straight line to another creature or object in range that you can see. There must be an obstructed line of flat land connecting the water to the target. If the straight line passes through the space of any creature, or a Medium or larger object, the wave stops in that space and turns this obstruction into the target instead.
 The target becomes soaked and must succeed on a Strength saving throw or take 1d10 bludgeoning damage and be pushed 5 feet directly away from the water source.


Rusting Grasp[edit]

3-point evocation (acid)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  instant
Your touch rapidly eats away at metal and other manufactured objects. Make a melee spell attack against a creature, or touch one unattended object (no attack roll required). On a hit, the target takes 3d12 acid damage.
 If the hit target is a construct or a manufactured object, this damage is maximized, and if such a the target is reduced to 0 hit points it melts into an unrecognizable heap that cannot be repaired through nonmagical means.
 If the target is a creature wearing common armor, after the target takes damage the AC provided by its armor is permanently reduced by 3, and if this would reduce the armor's AC to 10 (before adding any ability modifier), the armor is destroyed.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the acid damage by 1d12 and increase the AC reduction by 1.


Rusting Spray[edit]

Evocation (acid) cantrip
Casting time:  action
Range:  self (10‑foot cone)
Components:  V, S
Duration:  instant

You sling a cloud of corrosive particles into a 10-foot cone. Any creature in the area must succeed on a Dexterity save or take 1d4 acid damage. Any construct takes maximized damage.
 If a damaged creature is wearing nonmystical armor (not including natural armor), the AC provided by that armor permanently decreases by 1. If the armor's provided AC is reduced to 10 (before adding any ability modifiers), the armor is destroyed.


Sacrificial Power[edit]

Necromancy (necrotic) cantrip
Casting time:  bonus action
Range:  self
Components:  S
Duration:  1 round

Blood or other viscera gush from your body in sacrifice to an eldritch force, and you take 1d10 necrotic damage. Once before the start of your next turn, the first time a creature loses or regains hit points from a spell you've cast, the number increases by an amount equal to the necrotic damage you took. If the spell affects several creatures at once, you decide which one is affected.

Once you cast this spell, you must regain hit points before you can cast it again.


Sanctuary[edit]

1-point abjuration
Casting time:  bonus action
Range:  30 feet
Components:  V, S
Duration:  concentration, up to 1 minute
You ward a creature within range against harm. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as a dragon's fire breath.
 This spell ends the warded creature makes an attack roll, deals damage to another creature, forces a creature to make a saving throw, or casts a spell that affects a hostile creature.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.


Sandcast[edit]

Evocation (earth) cantrip
Casting time:  action
Range:  60 feet
Components:  S, M (fistful of dirt or sand)
Duration:  1 round

A swirl of sand flies out from you to pelt a creature or object in range that you can see.  Make a ranged spell attack against the target.  On a hit, the target takes 1d8 bludgeoning damage and any flame on it is put out; the ignited condition ends on the target.  If the hit target is a creature, it has disadvantage on the first ranged weapon attack roll or sight-based ability check it makes before the start of your next turn.


Scatter[edit]

Transmutation (alteration) cantrip
Casting time:  action
Range:  120 feet
Components:  V, S
Duration:  instant

An unsecured pile of solid Tiny objects in range that you can see, such as a stack of firewood or a basket of eggs, violently explodes apart.  The pile must have objects at least as large and dense as toothpicks, and cannot be worn or carried.  Any creature within 10 feet of the exploding pile must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage—or a more appropriate damage type determined by your narrator.


Scoop[edit]

Conjuration (creation) trick
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  1 hour

In an unoccupied space within range, you create a semitransparent bucket, saucer, or pitcher that floats in place. The scoop can be up to 2 feet wide at its widest point, and can never hold anything that is more than 2 feet in diameter at its widest point. When you cast this spell, and with a bonus action on each of your turns for the duration, you can move the scoop to any unoccupied space within 30 feet of you. When you move it, the scoop can pick up any liquid or unattended object(s) from the space it stops, up to its weight/size limit, as you decide. If you ever move more than 30 feet away from the scoop, the scoop follows you until it is within 30 feet of you again. The scoop can never move through the space of a creature or a solid object.
 The scoop is destroyed and the spell ends if:

  • The scoop takes any damage, is forced to hold more than it can carry, is forced to move somewhere it cannot, or you are even more than 100 feet away from the scoop.
  • You cast this spell again, cast big scoop, or dismiss this spell as an action.


Sculpt[edit]

Transmutation (alteration) trick
Casting time:  action
Range:  10 feet
Components:  V, S
Duration:  1 minute

You reshape dirt, mud, clay, wood, sandstone, sand, glass, ice, snow, water, or mist in range that can fit within a 5-foot cube and is not carried or occupied by any creature. The shape you create must be simple or crude, and cannot emulate the work of a particularly skilled craftsman, but can for example spell out text or be used to create a cartoony likeness. You can change the substance's color as if painted or dyed. With water, snow, or ice you can cause it to freeze or unfreeze. You can transform sand into glass, and mud into clay.
 This transformation lasts for the duration, or until you cast this spell again. If you provide a kilogram of silver (or 100 silver coins) as a material component consumed by this spell, you can cause the new shape and color to be as permanent as if it was manually crafted.
 If the transformation isn't overtly unnatural, any creature can discern the transformation is magical with an Intelligence check that equals or exceeds your spell save DC. A creature adds its proficiency bonus to this check if it is proficient in Investigation, Nature, or tools normally used to sculpt the substance.


Sentinel's Watch[edit]

4-point abjuration, ritual
Casting time:  1 minute
Range:  30 feet
Components:  V, S
Duration:  concentration, up to 10 hours
Your eyes take on a supernatural glow as you keep a vigilant watch over a 30-foot-radius. Within this radius, you can detect all movement through blindsight, and through this sense you see even otherwise invisible creatures. You automatically succeed on Wisdom (Perception) checks made to notice anything within this radius. While this spell persists you cannot become dazed nor fall unconscious.
 If a creature you notice moves within this radius, you can use your reaction to swivel your head towards that creature and project a beam of searing light from your eyes. The target must succeed on a Wisdom saving throw or take 2d10 radiant damage and have its speed reduced to 0 until the start of your next turn. Regardless of the save's result, the creature glows bright light out to a radius of 30 feet, and dim light for another 30 feet, for as long as the spell persists.
 Your concentration on this spell is broken if you are ever more than 30 feet away from where you cast it.
 If you concentrate on this spell for 10 hours in a location suitable to take downtime, you gain the benefits of downtime at the spell's end, including the benefits of a full night's sleep—but excluding any trade or enterprise.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.



Shocking Grasp[edit]

Evocation (lightning) cantrip
Casting time:  action
Range:  touch
Components:  V, S
Duration:  instant

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing metal armor, or is soaked. On a hit, the target takes 1d8 lightning damage, and it can't take any reaction until the start of its next turn.


Shroud[edit]

1-point illusion (phantasm), ritual
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  10 hours
A creature in range that you can see perceives light as one step darker while this spell persists. It sees bright light instead as dim light, and sees dim light instead as darkness. Any senses the creature has, such as darkvision, function as normal in the new light level it sees. The creature is effectively immune to negative effects caused by sustained bright light, like those of the Sunlight Sensitivity trait or any risk of snow blindness. This spell has no effect on light or darkness caused by other spells.
 An unwilling creature can make an Intelligence saving throw at the start of each of its turns, ending this spell on a successful save.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can target three additional creatures in range that you can see.


Siphon[edit]

Necromancy (restoration) cantrip
Casting time:  action
Range:  touch
Components:  S
Duration:  instant

A creature you try to touch is drained of life. Make a melee spell attack against the target. On a miss, this spell ends with no other effect. On a hit, the target takes 1d4 necrotic damage.
 You can then transfer the absorbed energy to yourself or a creature you try to touch. Make a melee spell attack against a creature (if it is unwilling), and on a hit that creature either takes radiant damage or regains hit points (your choice). On a miss, the absorbed energy is absorbed by you instead, and you regain hit points. In either case the amount is equal to the necrotic damage already dealt.
 This spell has no effect on any construct or undead.


Slash Cord[edit]

Evocation (thunder) cantrip
Casting time:  action
Range:  30 feet
Components:  V, S, M (a musical instrument)
Duration:  instant

You perform a musical note so visually and audibly striking it forms a cutting shockwave that shoots towards an object or creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage.
 This attack roll has advantage if the target has any keen senses—that is, advantage on any Wisdom (Perception) checks. The attack roll instead has disadvantage if the target is either blinded or unable to hear.


Snare[edit]

1-point conjuration (creation)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  concentration, up to 1 minute

An invisible foothold trap is laid on the ground or in the water at a point in range that you can see. Within the duration, the first creature other than you (or creatures you designate) that moves onto the point of ground takes 2d10 slashing damage and must succeed on a Strength save or have its speed reduced to 0 until the end of its turn.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each point spent beyond 1, increase the damage by 1d10.


Snowballs[edit]

1-point evocation (cold)
Casting time:  bonus action
Range:  30 feet
Components:  V, S
Duration:  10 minutes
In an unoccupied spot within range, you summon a pile of magical snowballs which persist for the duration. The pile magically replenishes if snowballs are taken or destroyed, but any fire damage dealt to the pile (AC 5) ends the spell early.
 Any creature within 5 feet of the pile can use an Attack action to pluck and throw one of these snowballs at any creature or object it can see within 120 feet. The throw is a ranged spell attack roll using your proficiency bonus and casting ability (even if the attack is made against you), and on a hit a target takes 1d12 + 1 cold damage. A creature reduced to 0 hit points by this damage doesn't suffer any injury, but is instead knocked unconscious until it regains hit points or suffers an injury.
 A creature can move between plucking and throwing a snowball, but if the snowball isn't thrown by the end of that creature's turn the snowball melts away completely.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.
Upcast. You can upcast this spell by expending extra spell points when you cast it. A snowball deals damage to 1d12 + X, where X is the number of magic points you used to cast this spell.


Solar Strike[edit]

4-point evocation (light)
Casting time:  action
Range:  150 feet
Components:  V, S
Duration:  1 minutes
A vertical column of stellar radiance blasts down from the heavens upon a point in range you specify. Each creature in a 20-foot-radius, 100-foot-high cylinder centered that point must make a Dexterity saving throw. Any creature in this cylinder must make a Dexterity saving throw, taking 3d6 fire damage plus 3d6 radiant damage on a failed save, or half as much on a success. Any creature with any cover directly above itself has advantage on this saving throw.
 A 20-foot radius of ground centered on the designated point becomes irradiated with starlight for the duration, shedding bright light for 20 feet and dim light for another 20 feet. Any creature which moves onto this ground or starts its turn there takes 2d6 radiant damage.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Song of Courage[edit]

1-point abjuration
Casting time:  action
Range:  30 feet
Components:  V, S, M (a musical instrument)
Duration:  concentration, up to 10 minutes
You play a bold tune of heroic melodies. When you cast this spell, any friendly creature in range that can hear you can make a new saving throw to end any charmed or frightened condition afflicting it. After this, and while the spell persists, you and any friendly creature in range that can hear you has advantage on any saving throw to prevent or end either of these conditions on itself.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the range by 10 feet.


Song of Heroism[edit]

2-point enchantment (influence)
Casting time:  action
Range:  30 feet
Components:  V, S, M (a musical instrument)
Duration:  concentration, up to 1 minute
You play an emboldening melody that encourages conviction. For the duration, whenever you or a friendly creature in range that can hear you makes a saving throw or an attack roll, that creature adds a d4 bonus die to the result. If multiple effects add a bonus die to a d20 result, roll each bonus die but only add the highest result.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the range by 10 feet.


Song of Sight[edit]

1-point divination (prophecy)
Casting time:  action
Range:  30 feet
Components:  V, S, M (a musical instrument)
Duration:  concentration, up to 10 minutes
Your smooth instrumental melody sharpens the senses of those who hear it. While this spell persists, friendly creatures in range who can hear you have advantage on all sight-based Wisdom (Perception) checks and Intelligence (Investigation) checks. Additionally, you and all affected creatures can clearly see otherwise invisible objects and creatures.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the range by 10 feet.


Spectral Sound[edit]

Illusion (figment) trick
Casting time:  action
Range:  60 feet
Components:  S
Duration:  1 minute

You create an imaginary sound originating from a point within range. The volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you cast this spell again, the previous duration of it ends abruptly.
 Any creature who hears the sound and uses an action to investigate it, such as with the Search action, makes an Intelligence (Investigation) check as normal. If the result equals or exceeds your spell saving throw DC, the creature realizes it is an illusory sound, and the sound becomes faint to that creature.


Spider Climb[edit]

2-point transmutation (morph)
Casting time:  action
Range:  touch
Components:  V, S
Duration:  concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces while leaving its hands free. The target can even walk upside down along ceilings. The target also gains a climbing speed equal to its walking speed.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can affect one more willing creature you touch for the duration.


Spirit Wave[edit]

2-point necromancy (animation)
Casting time:  action
Range:  self (15' cone or 30' line)
Components:  V, S
Duration:  instant
You conjure an inky black void in front of you, from which rush forth countless spirits of demons and the damned in a 15-foot cone or 30-foot line (your choice) before they all flicker out of this existence. Each creature in this radius must make a Strength saving throw. On a failed save a creature takes 3d6 necrotic damage and is carried 10 feet directly away from you. On a success a creature takes half as much damage and isn't carried.
 These spirits pass harmlessly through objects and structures in this area. When you cast this spell, you can designate any creatures within the area to be unaffected by it.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, increase the damage by 1d6.


Spiritual Strength[edit]

1-point transmutation (enhancement)
Casting time:  bonus action
Range:  self
Components:  S
Duration:  10 minutes

By focusing your energy, your spirit's strength augments augments your physical finesse. When you cast this spell, choose one ability score from Strength, Dexterity, and Constitution. For the duration, you can use your casting ability score in place of the chosen score for ability checks and unarmed strikes—but not other attacks nor any saving throws.

  • If you choose Strength, the distance you can jump and the weight you can push, drag, or lift (but not carry) increase accordingly.
  • If you choose Constitution, you gain temporary hit points equal to your casting ability modifier, which persist for the duration. You can also hold your breath longer, according to your casting ability.
  • If you choose Dexterity, for the duration reduce any damage you take from falling by an amount equal to your casting ability score.

Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.


Spook[edit]

Illusion (phantasm) cantrip
Casting time:  action
Range:  60 feet
Components:  S
Duration:  1 round

You conjure a momentary, terrifying phenomenon at a point within range. Any creature within 10 feet of the point that can see must make an Intelligence saving throw to disbelieve this illusion. A creature has advantage on this save if it has already had a turn in an ongoing combat, or has made a save against this spell since it last finished downtime. On a failed save, the creature is frightened of the phantasm until the end of its next turn, and must flee.


Sprout Wings[edit]

1-point transmutation (morph)
Casting time:  bonus action
Range:  touch
Components:  V, S
Duration:  concentration, up to 1 minute
One folk creature (or "humanoid") you touch gains the ability to instantly transform its arms into wings, or transform its wings back into arms. This ability lasts for the duration. These wings are able to maintain flight but only with great effort.
 Once on each of its turns, the target can use an action to fly up to 50 feet.
 If the target's turn ends while it is airborne, or it uses any other action (or bonus action or reaction) while airborne, the target immediately falls—unless it has another means of staying airborne.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can target one additional creature beyond the first.


Stalagmite[edit]

Evocation (earth) cantrip
Casting time:  action
Range:  30 feet
Components:  S, V
Duration:  instant

An earthen spire rises up from below to strike a point of ground in range that you can see, before vanishing. Any grounded creature on that point or up to 30 feet directly underneath it must succeed on a Dexterity saving throw or take 1d8 piercing damage. Any creature burrowing underground when it makes this save does so with disadvantage.


Steal Voice[edit]

2-point enchantment (compulsion)
Casting time:  action
Range:  60 feet
Components:  S, M (a slashing weapon)
Duration:  concentration, up to 1 minute
With a silent cutting motion, you seek to sunder the vocal chords of a creature in range that you can see. The target must succeed on a Intelligence saving throw or become unable to speak understandably for the duration. An affected creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component (V). At the end of each of its turns, the creature can repeat its Intelligence saving throw, ending the effect on a success.
 While this spell persists, you can flawlessly mimic the target's voice with your own.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can target one additional creature within range.


Step Up[edit]

Transmutation (chronomancy) cantrip
Casting time:  bonus action
Range:  30 feet
Components:  S
Duration:  1 round

A creature in range you can see is ever so slightly hastened forward through time. The target's speed increases by 10 feet until the start of your next turn.


Sticky Smoke[edit]

Evocation (air) cantrip
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  1 minute

A cloud of smoke fills a 10-foot-diameter sphere originating from a point in range you can see, making the area heavily obscured.  The smoke is normally black can be any color you choose when you cast the spell.  This cloud lasts for the duration, but ends early if a moderate wind disperses it.  If you cast this spell again, any previous instance of it ends abruptly.
 Any creature which enters or passes through the cloud will vividly smoke with the same color for the duration, making the creature's location clear, and suppressing all benefits of being invisible.  The trail of smoke lasts for the duration, but will end early if the affected creature becomes soaked.


Tabletop Figment[edit]

1-point illusion (figment), ritual
Casting time:  action
Range:  touch
Components:  V, S
Duration:  1 hour
On a flat surface you touch, you create the illusion of a schematic, drawing, map, or game set. If creating a detailed map or schematic you must provide a map or schematic for this spell to copy and potentially scale up or down. This illusion cannot extend beyond a 5-foot square.
 As part of the illusion you can include up to simple 100 tokens, such as board pins or game cards, of no greater size than your hand; these tokens vanish forever if moved outside of the 5-foot square. You can also create magical quills or brushes to draw on the illusory board or on other tokens. Any creature can interact with the tokens or the flat surface as if it was solid, but can discern the tokens as illusions by interacting with them, as they are weightless and do not inhibit movement. A creature can discern the surface or objects as illusions from a distance with a Search action and a successful check against your spell save DC.
 You can end this spell at any time (no action required).
Permanency. This spell's duration becomes permanent if you supply at least 10 kg of silver (or 1,000 sp) as a material component to be consumed by the spell.


Timely Wick[edit]

1-point transmutation (chronomancy), ritual
Casting time:  action
Range:  touch
Components:  S, M (a candle or lantern)
Duration:  Up to 24 hours
A candle or lantern you touch is lit and burns for precisely the duration. The duration can be any amount of time up to 24 hours as chosen by you when you cast this spell. Wind or a lack of air won't cause the target's flame to extinguish, even underwater, but the flame won't spread to places a normal flame could not.
 When you cast this spell, you can choose for the target to emit a single loud chime when the spell ends—and the chime will sound even if this spell ends early.
 If the target is a candle, you can also precisely mark different lengths of the candle with perfect accuracy, with each mark representing a different amount of passed time, such as once every hour.  You can also choose for the candle to emit the chime each time it passes one of these marks.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For each extra point, you can target an additional five candles or lanterns you touch, all of which last for the same duration.


Transmute Implement[edit]

Transmutation (alteration) cantrip
Casting time:  action
Range:  touch
Components:  V, S, M (a weapon or musical instrument)
Duration:  10 minutes

One common weapon you touch becomes another common weapon of your choice, or one common musical instrument you touch becomes another common musical instrument.  If the object is held by a non-willing creature, you must succeed on a melee spell attack against that creature to affect their item. If the object is one only you are holding, you can cast this spell with a bonus action instead of an action.
 You can decide the item's new shape generally within its category such as "a longsword" or "a lute" but cannot decide specific qualities. The object's size category can't change.
 This transformation lasts for the duration, until you cast this spell again, or until you decide to end the effect (no action required)—whichever happens first.


Tree Stride[edit]

4-point conjuration (teleportation)
Casting time:  action
Range:  self
Components:  V, S
Duration:  concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. Entering a tree uses 5 feet of movement. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
 You can use this transportation ability once on each of your turns for the duration. You must end each turn outside a tree. If you use this ability once per turn for 1 minute, in an ideally-arranged forest you can travel a distance of up to 5,000 feet—which is just shy of 1 mile.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Voidwave[edit]

4-point necromancy (necrotic)
Casting time:  action
Range:  self (15-foot cone or 5-foot radius)
Components:  V, S
Duration:  concentration, up to 1 minute
An black wave of inky miasma gushes out from you in either a 15-foot cone, or in a 5-foot radius in every direction, as you decide. Each creature other than you in this area must succeed on a Constitution saving throw or take 2d10 necrotic damage and become blinded for the duration. On a successful save, a creature takes half as much damage and instead of being blinded only suffers disadvantage on ranged attack rolls and Wisdom (Perception) checks for the duration.
 An affected creature can use an action to attempt to clear its vision, allowing it to repeat the saving throw. On a success, the effect ends on that creature.
Exhausting Spell. Once you cast this spell, you can't cast it again nor cast any other exhausting spell until you finish a rest.


Volatile Mix[edit]

5-point evocation (fire)
Casting time:  action
Range:  60 feet
Components:  S, M (alchemist's tools)
Duration:  10 hours
You prime a potent mixture of alchemical ingredients in a vial, which you set or toss onto any unoccupied space within range. The vial is an object with 10 AC, 1 hit point, and immunity to psychic damage. Within the duration, if the vial is reduced to 0 hit points it blossoms into a thunderous, flaming explosion and the spell ends. You can choose to reduce the vial to 0 hit points on impact when you toss it. Within the duration, you can also use you action to instantly reduce the vial to 0 hit points, regardless of distance.
 Every creature within a 30-foot radius of the vial when it explodes must succeed on a Dexterity saving throw or take 4d8 fire damage and become ignited for 1 minute, and succeed on a Constitution saving throw or take 4d8 thunder damage or become dazed for 1 minute. If a creature succeeds either save, it takes half the corresponding damage and doesn't suffer the associated condition. Any creature reduced to 0 hit points by this spell is vaporized into ash, leaving no corpse.
 If this vial isn't reduced to 0 hit points by the time spell ends, the mixture becomes inert, rendering object no different than a common vial full of dirt.
Ultimate Spell. Once you cast this spell, you can't cast it again nor cast any other ultimate spell until you finish downtime.


Walloping Wave[edit]

2-point evocation (water)
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  instant
An ice-cold wave of salt water appears and rushes out from you before crashing into a creature in range that you can see, then dissipates. There must be a clear 5-foot-wide line between you and the target, otherwise the wave instead crashes into the first object or creature in its path, turning this obstruction into the target instead.
 The target becomes soaked and must make a Strength saving throw. A creature larger than Large size has advantage on this save. On a failure, the target takes 4d10 cold damage and is pushed 10 feet away directly away from you. On a success, the target takes half as much damage and isn't pushed.
Upcast. You can upcast this spell by expending extra spell points when you cast it. This spell's damage increases by 1d10 for each extra magic point.


Warding Spirit[edit]

1-point abjuration
Casting time:  bonus action
Range:  30 feet
Components:  V, S
Duration:  10 minutes
A creature in range you can see becomes protected by an invisible spirit of its ancestor, which wards away some incoming attacks. The target gains half cover against all attacks and effects for the duration. This spell has no effect on aberrations or constructs.
Bonus Action Spell. On a turn you cast this spell, you can't use an action to cast any other spell except for a trick or cantrip.


Water Tendril[edit]

1-point evocation (water)
Casting time:  action
Range:  60 feet
Components:  V, S
Duration:  concentration, up to 1 minute

You conjure a prehensile limb-like tendril made of water up to ten feet tall, which sprouts from the point of a fluid or solid in range. The fluid or solid must have a surface no smaller than a 5-foot square. The tendril will reform if damaged or disrupted, but cannot inhibit movement of creatures or objects (unless grappling them). The tendril lasts for the duration, and obeys your spoken commands.
 When you cast the spell and as a bonus action on your subsequent turns, you can issue a command from the following options. If the tendril sprouts from water you can also move it up to 60 feet as part of this command, but can only travel across the surface of water; if sprouted from any other surface the tendril cannot move from its initial square.

  • Grapple. The tendril wraps around a Large or smaller creature within 10 feet of it. The target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled. The target can use its action to repeat this ability check to end the condition. The tendril can only grapple one creature at a time.
  • Attack. The tendril lashes out at a creature or object you designate within 10 feet of it. Make a melee spell attack against the target. On a hit, the target takes 1d12 bludgeoning damage. The tendril can attack a creature it is already grappling, in which case this attack roll has advantage.
  • Manipulate. The tendril pushes, lifts, enwraps, or interacts with an object or willing creature as you designate, but lacks individual fingers or dexterity. It acts with a Strength score equal to your casting ability score. It cannot manipulate while grappling.


Water Walk[edit]

2-point evocation (water), ritual
Casting time:  action
Range:  30 feet
Components:  V, S
Duration:  1 hour
A willing creature in range you designate gains the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or even lava—as if it were harmless solid ground (creatures crossing harmful surfaces such as acid or lava can still take damage from it). This ability persists for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Upcast. You can upcast this spell by expending extra spell points when you cast it. For every extra point, you can target an additional four creatures within range.