User:Guy/Splat/Spells/Jotun

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The following spells can be cast from the Jotun source (or the "Jotun spell list"). Jotun spells originate in the far north of the world, the Jotun's Crown region, and are strongly associated with the giants who traditionally live there.

Tricks

Name Time Duration Range Comp. Material Summary
Glow action permanent 120 feet S 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.
Leap action 1 round touch V, S A creature you touch can use an action for a particularly far long jump or high jump.
Sculpt action 1 minute 10 feet V, S You instantly reshape or recolor dirt, wood, or water, or similar natural materials.

Cantrips

Name Time Duration Range Comp. Material Summary
Arc action instant 30 feet V, S On a hit, the target takes 1d4 lightning damage, then and 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.
Beamos action instant 20 feet V Your eyes shoot beams out to a range of 20 feet. The damage is higher if you haven't moved since the start of your last turn.
Foam Spray action 1 minute self (15‑foot cone) V, S A cloud of sea foam sprays into a 15-foot cone originating from you, extinguishing flames and slowing creatures.
Freeze action instant 5 feet S
Gale Cutter action instant 60 feet V, S A blade formed from air deals slashing damage. The attack roll has advantage against a flying target or a target within a strong wind.
Magnet Push action instant 60 feet V, S You propel one metal object in a straight line up to 30 feet, with enough strength to lift objects or deal damage.
Rolling Wave action instant 60 feet V, S Summon a wave from a nearby body of water to crash into a target; soaked and must succeed a Str save or take 1d10 damage and be pushed.
Shocking Grasp action instant touch V, S Your touch deals lightning damage, and prevents the target from making reactions. You have advantage on the attack roll if the target is wearing metal armor or is soaked.
Stalagmite action instant 30 feet S, V An earthen spike rises up to deal piercing damage. A burrowing creature has disadvantage on the save.
Step Up bonus action 1 round 30 feet S The target's speed increases by 10 feet until the start of your next turn.
Transmute Implement action 10 minutes touch V, S, M a weapon or musical instrument Transmute one common weapon or musical instrument into another for up to 10 minutes.

1-Point Spells

Name Time Duration Range Comp. Material Summary
Absorb Heat action 1 minute touch V, S Your melee spell attack deals cold or fire damage (your choice) and grants you resistance to the chosen damage type you chose for the duration.
Atlantean Weapon bonus action 10 minutes touch S, M a melee weapon A weapon you touch is empowered with the fury of the deep sea.
Blast Bolt action Instant 120 feet S You hurl a concentration of magical energy. A ranged spell attack deals 2d10 damage to a creature or object within 120 feet.
Blast Bomb action Instant 60 feet S From a point within 60 feet, a magical explosion deals 2d6 damage to all creatures in a small radius. A save halves the damage taken.
Giant Strength bonus action 1 round self S
Mighty Defense action 10 hours self S
Shroud action 10 hours 60 feet V, S A creature in range that you can see perceives light as one step darker while this spell persists.
Snare action 1 minute 30 feet V, S Lay an invisible foothold trap that deals 2d10 slashing damage and potentially halts to the first creature which moves onto it.
Snowballs bonus action 10 minutes 30 feet V, S Conjure a pile of snowballs. Any adjacent creature can use an action to hurl one, which deals 1d12 + 1 cold damage.

2-Point Spells

Name Time Duration Range Comp. Material Summary
Anchor action 1 minute 60 feet V, S An anchor lodges in a target, dealing piercing damage. For the duration, each turn your bonus action can heave the target towards you.
Avalancharge action instant 40 feet S You charge towards a creature in range and unload a barrage of snow upon it, dealing cold damage and either knocking it prone or reducing its speed.
Boomerang Blade action 1 round 60 feet V, S Form a boomerang-like blade which flies to a space in range that you designate. At the start of your next turn, it returns to your space.
Geyser action instant 30 feet V, S
Gravity Hammer action instant 120 feet V, S An invisible surge of gravity slams down momentarily into a creature or object within range.
Walloping Wave action instant 30 feet V, S An icy wave of salt water hits a creature within 30 feet, dealing cold damage and potentially knocking it prone.
Water Walk action 1 hour 30 feet V, S A willing creature in range you designate gains the ability to move across any liquid surface—such as water or even lava—as if it were harmless solid ground.

3-Point Spells

Name Time Duration Range Comp. Material Summary
Freeze Wave action 1 minute self (20-foot cone) V, S A wave of ice races through a 20-foot cone, turning ground there into difficult terrain. Creatures in the area are restrained and take damage.
Lightning Leap action 1 round 60 feet V, S You transform into a bolt of lightning, then teleport up to 60 feet. Nearby creatures or those in the way take lightning damage.

4-Point Spells

Name Time Duration Range Comp. Material Summary
Dispell action instant 100 feet V, S End spell effects on the target. If you Ready this spell and cast it as a reaction, you can potentially negate a spell from being cast entirely.
Ice Cube action instant 30 feet V, S Impossibly harsh cold flash-freezes a 15-foot-sided cube centered on a point in range that you can see.
Lightning Bolts action instant Self (one 100-foot line or two 50-foot lines) V, S A bolt of lightning erupts from both of your hands in two different directions you specify.

5-Point Spells

Name Time Duration Range Comp. Material Summary