Type: Evocation, transmutation, Arcane 5
Casting time: 1 full round action.
Components: verbal, somatic
Duration: instant
Range: 300ft
Effect: As an full round action, conjure a great arcane projectile. Launch it at a target area within range uppon completing, causing all creatures within a 40ft radius area to take 6d10 damage of your choice: Fire, sonic, cold, necrotic, acid, or poison. Creatures take half damage on a successful dexterity save.
Creatures that critically fail the save take double damage.
Deals double damage to structures and objects.
At higher levels: At 6th level, increase damage by 6d10 of a chosen type: Psychic, Force, or Radiant. Increase range by 200ft.
Type: Conjuration, Abjuration, Illusion, Arcane 5
Casting time: 1 action, material (mana potion, or 1d4 HP worth of blood)
Components: verbal, somatic
Duration: 40 minutes
Range: 60ft
Effect: As an action, force a creature within range to make a charisma save. On a failure, you manifest runed chains that bind the creature in place, and tether to 1d4 + 1 surfaces within 50ft of the target as an action. For the duration, the creature is in stasis and cannot take or deal damage, cannot be harmed, and cannot teleport or be subject to teleport effect, but can attempt to remake the save as an action, breaking 1 chain on a success.
Other creatures can also attempt to break or dispell the chains.
At higher levels: At 6th level, the chains can reach 100ft, are increased to 2d4 chains, and the range is extended to 100ft.
Type: Abjuration, Transmutation, Conjuration, Arcane 5
Casting time: 1 action.
Components: verbal, somatic
Duration: 10 minutes
Range: self
Effect: As an action, conjure an enchanted halo of runes to envelop your temple. For the duration of the spell, you have the following benefits:
You can spend an action and move action to fire beam from 10ft above you at the ground in a 60ft half circle area in front of you. The beam deals 5d10 + casting bonus radiant damage to all creatures it passes through, allowing them to halve the damage with a successful dexterity save.
You have a +2 bonus to wisdom saves.
You have echolocation and aura sight.
You can zoom in to view objects up to 2000ft away as though up close, though this may require an action to focus (Subject to GM.)
You can spend a reaction to force a creature within 40ft to make a strength save. On a failure, it ends its movement speed and cannot move.
At higher levels: At 6th level, this can be cast on a helmet or other metallic head slot item, allowing the enchantment to lasts 2d6 days.
Type: Abjuration, Transmutation, Arcane 5
Casting time: 1 action.
Components: verbal, somatic
Duration: Permanent
Range: touch
Effect: As an action, do one of the following:
Conjure enchanted material to rebuild a willing living creatures damaged, crippled, or missing limb with arcana, granting them a +1 bonus to an ability score of choice, and reducing their max death save slots by 1.
Heal a construct or elemental creature for 7d6 health.
Type: Divination, Arcane 5
Casting time: 1 reaction.
Components: verbal, somatic
Duration: Permanent
Range: touch
Effect: As a reaction to taking damage, distribute it among all creatures within range. For up to as many times as your casting attribute total, reduce the incoming damage by 1d4 and deal 1 damage to a random creature within 40ft of you (Subject to GM.) This can reduce the incoming damage to half.
At higher levels: When cast at 6th level, reduce all incoming damage.
Type: Evocation, Arcane 5
Casting time: 1 action
Components: verbal, somatic,
Duration: special
Range: touch
Effect: As an action, harness a magical force in a rune between your fingers. While the rune persists, you can spend a bonus action to make a spell attack against a creature. On a success, the target takes 3d12 fire damage and 3d12 radiant damage. On a failed attack, the rune persists.
At the start of your turn, roll a 1d4. On a 1, the rune detonates, dealing 2d6 fire and 2d6 radiant damage to you.
All damage of the rune is increased by 1 dice per damage type for every turn that the rune has been active.
Type: Enchantment, Illusion, Arcane 5
Casting time: 1 action
Components: verbal, somatic
Duration: 1 minutes.
Range: 30ft
Effect: As an action force a creature to make an inteligence save. On a failure, it is feared and must make take action to move away from you or a target of your choosing within range, or to not take an action and be frozen in place.
On a critical failure, the target is terrorized and must do all it can to run away, and the duration is extended to 10 minutes.
If the target is tackled/intercepted, they can be allowed another save vs the spell (Subject to GM.)
At higher levels: At 6th level, can target creatures within a 30ft sphere, within a range of 60ft.
Type: Enchantment, Arcane 5
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes.
Range: 30ft
Effect: As an action force a creature to make an inteligence and constitution save.
On a failure, the target is distracted and under a maddness effect, requiring them to spend a bonus action or move action to giggle for the duration of the spell. If they fail both saves, they must do so twice.
On a critical failure in either, the creature takes 2d8 psychic damage and you can issue it a command or question that it must answer truthfully.
At higher levels: At 6th level, can target creatures within a 30ft diameter sphere, within a range of 60ft.
Type: Enchantment, Illusion, Arcane 5
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes.
Range: 30ft
Effect: As an action force a creature to make an inteligence save. On a failure, choose another creature within range. The target is immediately charmed to attack the target and treat it as hostile. Other creatures can attempt to make them retry the save (Subject to GM.)
At higher levels: At 6th level, both targets are affected by the charm and the range is doubled.
Type: Conjuration, Arcane 5
Casting time: 1 hour
Components: verbal, somatic, material(3 arcane components, gemstones worth 100 gold, mana potion, all consumed.)
Duration: permanent
Range: 15 ft
Effect: As an hour long ritual, create an arcane circle of runes on a stone floor or wall, up to a radius of 10ft. The runes can be invoked by spending a 2nd level spell slot or equivalent scroll to open a gate to this locations equivalent location in the ethereal realm ( Subject to GM.) The portal remains open for 6d10 turns.
An equivalent portal is inscribed on the ethereal plane, but it requires a DC 20 arcana check to realize, in adition to the resource cost, and lasts only 1d10 turns (Subject to GM.)
Portals that are placed too close to one another may disrupt one another ( Subject to GM. )
Type: Transmutation, Conjuration, Arcane 5
Casting time: 1 action
Components: verbal, somatic
Duration: permanent
Range: 50 ft
Effect: As an action, conjure a single snowflake of primordial direfrost from a deep source at the target location. The snowflake immediately destabilizes and collapses into itself, falling to the ground and forcing all creatures and objects within 50ft of it to take 5d12 + casting bonus cold damage and 1d4 damage to fatigue, half on a constitution save.
Creatures that fail the save are affected by direfrost, becoming exhausted until the effect is dispelled by magical means.
Creatures slain or reduced to 0hp by the spell become petrified in ice until dispelled.
Causes all exposed liquids to freeze solid, encasing creatures submerged in direfrost.
At higher levels: At 6th level, the damage is increased by 1d12, the range by 10ft, the area by 5t, and cause creatures to take a -1d4 penalty to constitution as part of the direfrost effect.
Type: Divination, Arcane 5
Casting time: 1 action
Components: verbal, somatic, material ( A large crystal ball or an equivalent conduit, subject to GM)
Duration: Special
Range: 60ft
Effect: As an action, cause a segment of stone up to 30ft in size within range of the spell to do any of the following:
Move up to 60ft
Cause a rough structue to emerge from stone within the area to your liking
Cause stone to break or reorganize to provide a path
Ensnare all creatures within a 30ft radius area on a surface connected to the stone, requiring a strength save to break free as an action.
You can attempt an arcana check after the casting the spell to attempt to maintain it, allowing you to repeat the effect next turn.
Type: Divination, Arcane 5
Casting time: 1 action
Components: verbal, somatic
Duration: 2 rounds
Range: 60ft
Effect: As an action, conjure one of the following:
Wind wall - Prevent up to 20 tiles as a wall, or any part of a 20ft sphere around you to repell all projectiles, preventing attacks.
Dense air - Prevent fall damage for you and adjacent ally creatures for the next 2 rounds, and reduce all incoming physical damage within range by 1d10 for the duration, applies to everyone.
Storm push - Force creatures in a 20ft sphere to make a strength save, moving 20ft in a direction of the casters chooing on a failure and falling prone and becoming disarmed on a critical failure.
Sky leap - You gain a jump distance equal to the spells range, and take no fall damage for the duration.
Bind winds - Accelerate a sail driven craft by twice its normal speed.
Suffocate - Force a creature within range to take 1d4 damage to fatigue and 2d12 necrotic damage, become winded, and become deafened. On a successful constitution save, the target takes half damage. On a critical failure, the target is exhausted for the duration.
At higher levels: At 5th level, sky leap can affect all allies within 10ft of you, suffocate deals 2d12 extra damage, and wind walls area is doubled. At 6th level, you can choose to attempt to calm a storm instead, making a DC 22 arcana check (Subject to GM.) to attempt to reduce the severity of weather.
Type: Necromancy, Enchantment, Transmutation, Arcane 5
Casting time: 1 action
Components: verbal, somatic, material (1d3 HP worth of blood)
Duration: Permanent
Range: touch
Effect: As an action, make a melee spell attak vs a target. On a success, the target can either block or make an int save vs the DC.
On a failure, the target takes 2d12 necrotic damage, 2d10 psychic damage, and 2d8 cold damage.
Targets affected by this spell must sacrifice one class resource (Rest dice, Metamagic points, Alchemy points, inspiration dice, battle dice, etc. Subject to GM) that you can use and retain.
If the target critically fails the block check or save, you deal an extra 2d6 lightning damage and gain 1 extra resource.
If this slays the target, you gain 2d10 temporary health and 1 extra resource.
Type: Illusion, Arcane 5
Casting time: 1 action
Components: verbal, somatic, material(1 gemstone or runestone, which is consumed.)
Duration: 3d4 rounds
Range: self
Effect: As an action, conjure 3d4 + 2 spectral blades which hover above you for the next 3d4 rounds. You can spend an action to cause a number of blades equal to your casting bonus to fly at a target creature within 50/100 ft. Make a spell attack per blade launched, dealing 1d12 + casting bonus psychic damage to the target, which cannot be blocked.
While any blade persist, you gain a +4 bonus to block checks and can use your casting modifier to block at all times, and can sacrifice 1d3 rounds of duration from the spell to make a block check.
You can end the spell prematurely by making a sweep with all blades, dealing 1d10 psychic damage per remaining blade to all creatures within 10ft, halved on a successful dexterity save.
At higher levels: If cast at 6th level, increase amount of blades by an extra 1d4 + 1 and allows you to change damage type to force.
Type: Abjuration, Transmutation, Arcane 5
Casting time: 1 full round action.
Components: verbal, somatic
Duration: 10 minutes
Range: self
Effect: As an action, enchant a set of armor, granting its wearer the following benefits for the duration of the spell:
+3 bonus to physical saves.
Ignore 1 critical hit per combat.
+4 bonus to strength.
2 block at the start of combat.
Levitate speed of 30ft.
Can block in place of making saves vs spells.
Type: Divination, Conjuration, Arcane 5
Casting time: 1 full round actions.
Components: verbal, somatic
Duration: special
Range: special
Effect: As a full round action, manifest a 2nd level or lower spell effect of your choice from any class of magic. Gain a +1 bonus to its casting modifier.
Type: Necromancy, Arcane 5
Casting time: 1 actopm
Components: verbal, somatic, material (2 phials of 1d4 HP worth of blood)
Duration: 1 hour.
Range: 80 ft
Effect: As an action, target a 30ft diameter sphere within range. Creatures within must make a constitution save, becoming infected by necromantic plague on a failure, which lasts up to 1 hour. This is a magical disease effect.
An infected creature takes 1d10 + casting bonus necrotic damage at the start of their, or half on a succesful constitution save.
Creatures slain while under the effect of this spell remain contaminated for up to 1 day. Creatures that come within melee range of a contaminated corpse contract the Necromantic plague unless they save a constitution save.
Necromantic plague can transfered by bite, and claw attacks, requiring a constitution save.
Can be dispelled by the caster at will, thereby ending the plague effect. Requires a successful DC 20 arcana check to dispell the effect from corpses when doing so.
At higher levels: At 6th level, add 1d12 acid damage and cause contaminated corpses to rise as a lesser mindless, uncontrolled undead (Subjec to GM.)
Type: Evocation, Arcane 5
Casting time: 1 hour
Components: verbal, somatic, material(3 arcane components, gemstones worth 100 gold, mana potion, all consumed.)
Duration: 1d6 turns.
Range: 80 ft
Effect: As an action, curse target object within range or force a creature within range to make an inteligence save. On a failure, the target becomes cursed by the spell. For the duration of the curse, lightning damage dealing attacks have a +1 to hit, and the target has a -1d4 penalty to saves vs lightning damage.
The first lightning damage dealing spell, ability, or attack it receives since receiving the curse deals an extra 5d6 lightning damage.
If cast in a storm or under strange cosmic weather ( Subject to GM. ) the range is increased to sight. Cursed targets naturally attract lightning strikes (Subject to gm.)
At higher levels: At 6th level, double the damage and penalties.
Type: Divination, Arcane 5
Casting time: 3 full round actions.
Components: verbal, somatic, material ( A large crystal ball or an equivalent conduit, subject to GM)
Duration: Permanent
Range: touch
Effect: As 3 full round actions, make 3 arcana checks and gain 3 insights on a creature, location, or object you are aware of, of a quality corresponding to your arcana checks. Results below 20 are unreliable. (Subject to GM.)
Type: Transmutation, Evocation, Arcane 5
Casting time: 3 full round actions.
Components: verbal, somatic, material ( 1 mana potion which is consumed, 1 vehicle chariot or siege engine, which is transformed)
Duration: 1d4 hours
Range: touch
Effect: As a full round action, sacrifice 1 mana potion and have it animate a large or medium siege engine, cannon, chariot, wheeled battering ram, or similar complex enough mechanism of war (Subject to GM.)
The siege mechanism is transformed into a large (2x2 tile) legged platform that retains the siege engines original attack, and provides ammunition, reloads and winds up or charges, and manifests fuel, while powered if necessary. It can be piloted by the caster, or by a creature that succeeds a DC 25 arcana check, and has the following properties:
Has construct immunities and is resistant to physical damage.
HP 200, AC [ casters AC - 5 ], 8 block, block bonus of [ arcana bonus +1 ]
CON +10, STR +10, automatically fails dex saves. Immune to mental saves.
Has a +15 athletics bonus.
Movement speed of 40ft.
Pilot has partial cover and advantage on physical saves while in the siege golem.
Pilot can spend any action to make the golem perform it instead.
Also, choose one upgrade to grant it from below:
Spider legs - Climb speed of 40ft
Golem hands - The siege golem has 2 crude arms and hands that can be used to either interact, or make a +10 3d8 + casting bonus bludgeoning damage. Can throw medium and smaller creatures up to 20ft.
Shielding dome - The siege golem grants its pilot full cover.
Arcane turret - You can sacrifice a crossbow you can use to cause it to meld with the golem, allowing it to make a +6 crossbow attack once per turn and reload automatically.
Furnace engine - You can sacrifice a flammable material, a flask of oil or similar substance, or a fire affinity item (Subject to GM.) when casting the spell to increase the siege golems STR bonus to +12 and give it a 40ft jump distance.
Shielded aura - You can sacrifice a magical artifact (A wand, soulgem, black page) to grant the golem charges equal to the quality or quantity of charges in the item (min 1. max 6.) Can spend 1 charge as a reaction to grant all creatures within 10ft +5 to saves and 1d10 temporary health for 1 turn (for only the turn which the reaction interrupted)
After the spells duration, it becomes innert and inopperable except by arcane means.
Type: Necromancy, Illusion, Arcane 5
Casting time: 1 full round actions.
Components: verbal, somatic
Duration: 1 minute.
Range: 10ft
Effect: As a full round action, summon an arcane ethereal apparition. The apparition can be ordered to act by the caster, and may choose to do as it pleases when it kills a creature. It has the following stats. A shadow apparition consumes the lifeforce of its surroundings and rapidly decays otherwise.
Shadow apparitions consume magic and light and are native to the outer dark. Their specific arcane signature means that invoking them is surprisingly easy.
Type: Medium, Elemental, Undead
Base stats:
HP: 6d10 + casting bonus
BLOCK: +7 / 3
AC: 20
All saves +5.
Move speed 100, immune to non-magical attacks. Takes 1d6 damage when exposed to sunlight or intense light. Vulnerable to radiant damage.
Shadowwalk - Can move between two points within 400ft that are in darkness as a move action.
Feed - Slaying a small or larger creature expends the spells duration by 1d10 rounds.
Skills: +10 to stealth.
Attacks:
2 Claws +6 - 2d8 + 5 slashing + 2d8 psychic.
Haunt - Target within 10ft must make a con or wisdom save. On a failure, they are blinded and feared for 1d4 rounds.
Curse - Target within 30ft must make an inteligence save. On a failure, any time they cast a spell or cantrip, they take 1d10 psychic damage, and the shadow apparition can blink to a tile adjacent to the creature as a reaction.
Consume power -As a bonus action, mute a magical item within 15ft for 1d4 rounds. Extends the duration of the spell by 1 round.
Consume light - Target fire, light, engine, or energy crystal is extinguished, and the shadow apparition heals 2d10 HP, and the spells duration is increased by 1d12 rounds.
Possess - Target item or object is possessed for 1d4 rounds, pausing the duration of the spell and becoming hidden and untargetable for the duration.
Shriek - Deal 4d8 +3 sonic damage to creatures within 30ft and force them to make a constitution save. On a success, the damage is halved. On a failure, creature are deafened, distracted, and shaken for 1d3 rounds.
Type: Necromancy, Arcane 5
Casting time: 1 full round action.
Components: verbal, somatic
Duration: special
Range: self
Effect: As an action, enchant a humanoid skeleton, summoning arcane equipment for it and making it become a skeletal servant of your choice. It obeys your commands. A skeletal servant can be psychically messaged at will by the caster. A caster may dismiss a skeletal servant from their service, in which case the caster is treated as neutral by the servant.
A skeletal servant must make a 1d20 roll when exposed to the dawn or the full moon. On a 20, they may choose to become dispelled(Subject to GM.)
Type: Medium, Undead
Base stats:
HP: 5d12 +20
BLOCK: +5 / 2
AC: 16
All saves +4
Move speed 30ft, physical damage resistance, undead resistances and immunities.
Reconstitution 1d4: When destroyed, roll 1d4. On a 1, reassemble at 1/2 HP and restore 1 block.
Skills: +4 to arcana, religion, and perception.
Feat: A skeletal servant starts with 1 feat of the casters choice(ability scores treated as 16 baseline)
Attacks:
+4 baseline to weapon attacks and damage.
Has 2 attacks.
Skeletal servant type - Choose a type when created:
Skeletal archer - Proficiencies with bows or crossbows, +1 AC, conjures a skeletal crossbow or longbow with spectral ammunition, has +4 bonus to investigation checks.
Skeletal mage - Gains a cantrip you can cast, has +4 as the casting modifier for it. Gains a +2 bonus to arcana and religion checks. Gains 3 lvl 1 slots, 2 lvl 2 slots, and 1 lvl 3 slots per rest, and knows 3 spells.
Skeletal spearman - Gains proficiency with spears, conjures a skeletal polearm of choice, has crit range increased by 1, and has the reconstitution dice size changed to 1d3.
Skeletal assassin - Gains two light skeletal weapons of choice that it is proficient with. Gains a +4 bonus to stealth, has +10 movement speed, and has crit range increased by 1.
Skeletal swordsman - Gains an arcane martial medium or heavy blade that it is proficient with. Gains 1 block at the start of combat and has a +1 to block checks. +3d12 max HP
Skeletal priest - Conjures a horn that the skeletal servant can use as an action to either deal 1d12 psychic damage to a creature within 40ft, or grant an ally within 40ft 1d12 temporary health, or heal an undead within range for 1d12 health. Grant it a cantrip that you can cast. It has a +3 as the casting modifier.
Type: Conjuration, Arcane 5
Casting time: 1 action and bonus action
Components: verbal, somatic
Duration: Instant
Range: touch
Effect: As an action and bonus action, force an eldrich, fiendish, cosmic, or summoned creature within range to make an inteligence save. On a failure, they are transported into the ethereal plane. Requires line of sight.
Roll 1d10:
1, 2, 3, 4 - nothing additional happens.
5, 6 - Damage structures and objects, but not creatures, around yourself and the targets location in a 10ft radius.
7, 8 - Blink, conjuration, and teleportation effects in a 100ft area flicker and fail (Subject to GM.) for 2d4 rounds.
9 - You lose 1 rest dice, or 1d4 fatigue if at 0 rest dice.
10 - The creature is blinked in time for a duration up to a year ( Subject to GM. ) If the target succeeds the save, you become the new target of the spell.