This section is for the home-brew spells found in the campaign. This can be any spell at any level. Players can learn to use these spells at DM discretion. Divine tier spells are off limits to players until minimum lvl 20 (NOT GUARANTEED EVER). DM reserves right to edit spells if by some unfair mechanic they become too powerful.   Â
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
A God is demoted to a mortal.
Casting Time: instant
Range: N/A
Duration: instant
Attack Save: none.
Damage/Effect: The loss of a god's power
The Ruler is a magic ability that allows the user to "invert" all the attacks and powers effects used against them. All attacks and weakness are converted into healing and fortification. Even the effects of others' powers are completely reversed. However, as The Ruler functions on the concept of magic inversion rather than magic absorption, any magic meant to strengthen them or increase their power will instead weaken them. Despite this weakness, they can easily overcome it by deactivating the power.Â
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
A brilliant black flame of unknown origin and property comes forth from the user's hand burning and freezing a target within range. If a target is killed this way, it is dead permanently.
Cast by a stronger being this spell can be blast from both hands constantly for several turns also causing the target to be rendered somewhat trapped.
Casting Time: 1 Action
Range: 200ft
Duration: Instant
Attack Save: WIS
Damage: 8d20(damage scales up based on strength in divinity of target)
Target creature or character that is known to the caster is affected by spell. With a religion save and based on the target's relation to its deity, it can be instantly killed and brought back to life as a wight under the control of the caster until its death.Â
Casting Time: Instant
Range: Na
Duration: Until death of creature
Attack Save: Religion 35
Damage/Effect: Na
Cater of extreme powerful looks at target and - provided target is not a stronger deity - is blasted with divine force that is unseen to any non-deity.
Casting Time: Instant
Range: Sight
Duration: InstantaneousÂ
Attack Save: Nat 20 for half damage.
Damage/Effect: 306d8 Divine damage + 206 Force damage
Target creature within sight is thrown from any location, provided it is not underground, into the upper atmosphere of the planet. While in the upper atmosphere, unless wisdom save is completed, all spells are useless until creature does full revolution around the planet. If the creature cannot exist without oxygen, it will die in space regardless of strength. If creature has an ability unrelated to spells that can teleport itself, this may be used regardless of wisdom save.
Casting Time: Instant
Range: Sight
Duration: InstantaneousÂ
Attack Save: Wisdom 35
Damage/Effect: 20d6 Radiant damage per turn + 30d6 Force damage per turn
Target creature within sight is transported to the ninth layer of Hell. Target creature cannot use magic to leave Hell until duration expires. While in Hell, unless a Wisdom save is passed, creature is insane, believes it should be in Hell, and is aggressive to everything around it. At the discretion of the DM, there will be devils in the area that will target the creature.
Casting Time: Instant
Range: Sight
Duration: 5 min
Attack Save: Teleportation - Arcana 30, Insanity - Wisdom 25
Damage/Effect: Target sent to Hell; damage dealt by devils.
Caster, having had exceeding relations with some dragon of great power, has been granted favor by this dragon and can, for the cost of one ancient tier spell, become a dragon with power scaled to the caster. The type of dragon will be unique to the caster and what dragon type is closest to them. In the event of some individuals, this type of dragon could be a completely new species of dragon that will never be seen again in outrageously rare cases. The duration of this spell can be permanent if decided by the caster or can be deactivated at any time. This spell can be forcefully deactivated if the creature is killed. At this point, the creature will revert back to its normal self-taking any overflow damage.
Casting Time: Instant (once per month)
Range: Self
Duration: Discretion of caster
Attack Save: Na
Damage/Effect: Caster turned to dragon.
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
The caster can create a protected area in which no creature can be killed permanently, and spells of great range are limited to the area of the vortex. All magic inside the vortex is kept within its bounds. Spells originating outside of the vortex cannot affect those inside. Once the vortex is created, creatures may not enter and creatures that leave may not re-enter. Those killed inside the vortex are sent to a highly protected pocket dimension until the vortex is brought down. The vortex may be destroyed by the outside if damage equivalent to 1 million hit points is dealt. The armor class is 20. It may not be destroyed by the inside unless that is the intention.
Casting Time: 1 hour
Range: Discretion of caster as well as strength
Duration: Until destroyed or dropped by caster
Attack Save: Na
Damage/Effect: Vortex created.
Caster chooses creature on the same plane of existence and floods that creatures mind with every bit of information, knowledge, and spells the caster knows. If the caster is a deity or being of equivalent strength and lifespan, it instantly turns the target to a pillar of salt. If cast by someone that is not a deity, the target must make a wisdom save based on the caster's knowledge and abilities as the digression of the DM.
Casting Time: Instant for deities, 1 day for non-deities
Range: Same plane of existence
Duration: 1 hour - no information retained beyond that time other than potentially 1-3 significant memories
Attack Save: Wisdom at digression of DM.
Damage/Effect: Potentially turn to pillar of salt.
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
This spell summons some ancient being that is loosely allegiant to the caster. The caster must have heard of or met this being. The strength of the being must be lower than the strength of the caster.
Casting Time: Dependent on strength of caster
Range: Sight
Duration: Instantaneous
Attack Save: Na
Damage/Effect: Summons ancient.
The caster reaches into Celestia and calls down angels to do the summoner's bidding for the duration of one day. The angels seem to fall from the sky like meteors, impacting the ground at the discretion of the summoner.
Casting Time: One action
Range: Sight
Duration: Until angels are killed, or day passes
Attack Save: Dexterity save to not be hit by fallen angel 20.
Damage/Effect: Summon 1d12 angels, 10d6 Radiant damage by angels if hit in fall.
This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character’s opponents to the best of their abilities. The character can direct the dragons not to attack, to attack enemies, or to perform other actions.
Casting Time: One action
Range: 75ft
Duration: Until Killed
Attack Save: Na
Damage: Na
With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character’s location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.
Casting Time: 10 Minutes
Range: 200 Miles
Duration: Dependent on caster
Attack Save: Na
Damage: 5-mile radius centered on caster at time of casting
This can stop any spell at any level with guarantee unless it is ancient or higher.
Casting Time: Instant
Range: Sight
Duration: InstantaneousÂ
Attack Save: Spell Dc 30
Damage: Reverse Spell
The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
Casting Time: One Action
Range: 300ft
Duration: InstantaneousÂ
Attack Save: Dex
Damage: 40ft radius damage to all creatures within the areaÂ
20d20 acid damage
20d20 fire damage
20d20 electricity damage
20d20 sonic damageÂ
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 5 points of fire damage each round. A successful Dex saves results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland like the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.
Casting Time: One Minute
Range: Sight
Duration: 20 hours
Attack Save: Dex 20 per turn.
Damage: 5 per turn
The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter (or larger dependent on the caster some say this is how Sindria was created). Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast (unless caster is exceedingly powerful).
Casting Time: 100 days on average dependent on caster
Range: Sight
Duration: Permanent
Attack Save: Na
Damage: Create Island
Information not available to the player.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
This spell links the life force of the caster with the power of a chosen god. Once the link has been created nothing can break it short of the duration elapsing. This spell is not guaranteed to work and is ran at the discretion of the DM.
The bind offers the following benefits to the caster:
The caster cannot be charmed, held, or even soul trapped.
The caster knows all information that comes into the consciousness of the linked god.
Spells of higher than third level cast by priests of the "linked god" do not affect the recipient, healing spells not included. The bind presents the following problems:
If the recipient is killed before the spell expires, the god is killed as well.
If the linked god is killed before the spell expires, the recipient dies as well.
The recipient permanently becomes the alignment of the linked god; if not already.
Obviously, any given god will not want to be bound without appropriate compensation. But if the spell is cast correctly, the chosen god cannot prevent the link. If the spell is successful and the link is established, the god will, of course, do the best they can to keep the spell's recipient alive.
Finally, there are always those religious fanatics who will seek out a god-linked individual to kill them, hoping to eliminate a rival god.
The spell must be cast in a sanctuary of the intended god.
Casting Time: 1 hour
Range: Na
Duration: 1 month per level
Attack Save: Na
Damage/Effect: Na
Area of Effect: The caster and one God
As long as the user continues attacking their opponent without interruption, each consecutive blow receives an additional 200,000 pounds of force compared to the previous one. If the chain of attacks is interrupted, then it resets, and the user has to restart the count once more.Â
Casting Time: 1 Action
Range: Touch
Duration: Concentration until the combo is broken
Attack Save: NA
Damage/Effect: With each hit roll new damage and add it to previous hits damage.
By pointing their arms forward, the user creates several gigantic orbs of light which can destroy multiple targets at once.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
The user taps into their own life force to wrap themselves in an aura as hot as the sun. The longer this power is sustained the more damage it does but also the more life force it requires. Can kill the user if they are not careful.
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
The user creates a miniature sun that can grows at will to a huge size, causing an immense explosion.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
The caster kills a target opponent instantly given their power is at all under the casters.
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
Once this spell is cast by the touching the target in the chest with a pointed finger followed with several circular hand signs that activates a small rune in the body, the target begins to see ghosts of people they have killed in the past. These ghosts will forever haunt the target until they meet the same fate.
Casting Time: 1 day
Range: Sight (sight by magical means is enough)
Duration: Until completed, dispelled, or all ghosts killed
Attack Save: NA
Damage/Effect: NA
The ground is torn apart with a single strike. The debris, from the strike, are launched high into the air and gathered to form a massive mountain like structure that falls towards the ground and crushes anything caught in its wake. This technique was powerful enough to cause the destruction of an entire town or small city.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
The user uses their power to envelop everything within a three-mile radius of himself. Everyone that fails the saving throw caught within range of the technique is rendered unconscious.Â
Casting Time: 18 seconds
Range: 3-mile radius
Duration: 1 hour
Attack Save: Wis
Damage/Effect: All within range become unconscious until duration passes. New saves can be rolled every 5 minutes.
The user produces a large amount of miniature suns from their body that explode on impact.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
A technique that allows the user to steal the physical strength of every living creature within a hundred-foot radius of themself. However, there is a limit to how much strength the user can rob from a person. Once the limit is reached, the user is incapable of robbing the person of more power as it puts their own body in danger. After using Power Fest to its limit, the user becomes heavily fatigued to the point that they are incapable of fulfilling the simplest of tasks such as walking.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
A spell that creates a magical orb that causes the victim to lose all five of their senses upon contact.Â
Casting Time: 1 action
Range: 60ft
Duration: until countered
Attack Save: Wis
Damage/Effect: target becomes blind, deaf, cannot feel, cannot taste, and cannot smell. (If lasting sanity checks will be administered by DM)
The user fires a concentrated beam of Light that pierces their opponents. It brings salvation through death on a demon, but makes others feel great pain when used on anyone who isn't a demon.Â
Casting Time: 1 action
Range: 30ft
Duration: instant
Attack Save: NA if willing Cha if not
Damage/Effect: Free a demon from the bonds of the abyss or deal damage based on the target (determined by DM)
A spell where the caster fires a disintegration beam, incinerating everything in the line of fire.
Casting Time: 1 action
Range: Self (60ft line)
Duration: Instantaneous
Attack Save: Dex saving throw.
Damage/Effect: A creature takes 12d20 Force damage on a failed save, or half as much damage on a successful one.
The user creates several huge tornadoes around an opponent turning the entire battlefield into a raging storm.Â
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
A spell that allows the caster to call many dragons made of water. The Caster summons 1d4 water dragons with stats provided by the DM
Casting Time: 1 Action
Range: 100ft
Duration: Until Defeated
Attack Save: NA
Damage/Effect: summon 1d4 water dragons.
A powerful attack that requires the user to heighten his power and senses to the utmost limit. Black flames engulf their weapon as they leap into the air. They then perform a powerful slash that hurls the flames in a single, ruinous attack.Â
Casting Time: 1 Action
Range: 300 feet
Duration: Instantaneous
Attack Save: Dex Save
Damage/Effect: 10d20 Fire Damage and 10d20 Necrotic Damage on a failed save and continues to burn for 1d20 damage per turn until dispelled.
A technique that allows the user to induce memory loss in a person. Those under the effect of this technique will gradually have their memories erased, starting from their most recent ones. (This spell can be upcast higher and higher to affect more and more powerful beings including gods)
Further Information not available to players.
Casting Time: One day
Range: Same Plane
Duration: Unless reversed by caster or greater power familiar with what happened
Attack Save: Wisdom
Damage: NA
The user uses their power to pull themself over a distance, delivering a near instantaneous and fatal slash to their opponent as they are propelled across from them.Â
Casting Time: Instant
Range: Sight
Duration: instant
Attack Save: +5 to normal attack roll.
Damage: Any hit is given maximum damage rolls and considered critical. Critical hits are given triple damage instead of double. Damage done to buildings and creatures gargantuan or larger is Maximized and Dectoupled
A technique of extreme concentration where the user revolves their dark energy around them at immense speeds to the point of seeming invisible, creating a vortex that surrounds and attracts all living beings around them. This power makes the air flow and creates a vacuum and everything that comes in contact with it is sliced by the user at a god-like speed by pure reflexes, making this technique very efficient (this can include weapons and some spells).Â
Casting Time: 1 action
Range: 10-foot radius around casterÂ
Duration: 1d6 turns
Attack Save: AC
Damage/Effect: The user is nearly untouchable for the duration and any being coming into the range will be dealt 4d20 damage. (If upcasted the user can add 4d20 damage, and additional 10ft to the radius OR another 1d6 turns)
The user creates a miniature Sun, which radiates so much heat that it melts nearby metals. They can control it with hand gestures and strike their opponents with it, and it will increase in heat as their power grows.Â
Casting Time: 1 action (per turn used)
Range: in users' hand and travels 45ft per turn
Duration: 7 rounds
Attack Save: Dex
Damage/Effect: 8d4 on first round then 8d6 the next then 8d8 the next then 8d10 the next then 8d12 the next 8d20 the next the 8d100 for the final unless countered.
Fires a spider-like Hellblaze blast that chases after the intended target burning until dispelled.
Casting Time:Â 1 action
Range: 240ft
Duration: Until dispelled
Attack Save: Con
Damage/Effect: 1d20 Hellfire Damage. (Ignores and nullifies immortals' regeneration.)
The user creates a Light blade in their hand that rotates at high speed which they use to slice their chosen enemies.Â
Casting Time: 1 action
Range: 200ft
Duration: instant
Attack Save: AC
Damage/Effect: 5d20 divine light damage to each enemy traveling in a straight line until stopped by a targets AC. (Upcasting adds additional 2 blades that travel the same path)
The power of a being or their life force can be infused into another or even a weapon.Â
Casting Time: can vary.Â
Range: 5ft
Duration: can vary on level of success possibly forever
Attack Save: int based on the power.
Damage/Effect: (Individual Basis)
The caster calls down a bult of lightening to strike any known place within 10 miles of the caster's location. The bolt hits everything in a percentile roll radius evil or friendly. (This spell can only be cast with the blessing of Kord and can only be used once per day)
Casting Time: 10 Minutes
Range: 10 miles
Duration: instant
Attack Save: AC35+ Dodges AC 25+ or greater takes half all-else auto hits.
Damage/Effect: 4d100 Divine Lightening Damage
With this technique, the user is able to deactivate an opponent's power or ability.
Casting Time: 1 action
Range: sight
Duration: instant
Attack Save: NA
Damage/Effect: Deactivate ability or power instantly if lower or equal level or through DC check if higher.
The user uses lightning to enhance their body and allow them to move at lightning-fast speed.Â
Casting Time: 10 minutes
Range: touch
Duration: One hour (additional hour per level upcast)
Attack Save: NA
Damage/Effect: Increase movement speed tenfold.
Allows its user to grow their body to larger proportions. Damage dealt to them before they activate this ability can be minimized with their transformation. In their giant form, their attacks have more power, and their range is increased and hp accordingly changed.Â
Casting Time: 1 action
Range: Self
Duration: Until Beaten
Attack Save: NA
Damage/Effect: stats to be modified with DM help on case-by-case basis.
The caster traces their hand through the air in a distinct circular motion, changing the trajectory of an attack.Â
Casting Time: Reaction
Range: 120ft
Duration: Instantaneous
Attack Save: roll against the opposing casters spell DC.
Damage/Effect: change target and direction of attack
Purge is used to banish or kill "evil" entities from the world. Besides from expelling the evil, Purge can also get rid of any impurity, such returning sludge or even alcohol to fresh water, and is even capable of forcing a Goddess or Demon out of their vessel if powerful enough.
Casting Time: 1 action
Range: touch
Duration: instant
Attack Save: Religion.
Damage/Effect: based on target and targets roll at dm decision.
Use the power from power extraction to create a magic or life force dense stone commonly referred to a soul stone that can be used for countless things. A being can be returned to life from this state if released or the time passes.
Casting Time: instant (at the end of power extraction)
Range:5ft
Duration: 1000 years
Attack Save: NA
Damage/Effect: NAÂ Â
The caster drops the internal temperature of one of the targets extremities causing it to freeze solid. If it is hit with enough force of put under any other strain it may shatter or lose all functionality.
Casting Time: 1 action
Range: touch
Duration: instant
Attack Save: Con
Damage/Effect: Target is frozen solid killing most beings those not killed may fall victem to shattering.
Allows the user to temporarily steal all of their opponents' physical abilities, including both their strength and speed. These abilities are added to their own.Â
Casting Time: 1 action
Range: touch
Duration: 1d4 rounds
Attack Save: Wis
Damage/Effect: Take the physical abilities of an opponent at the DMs discression.
The user creates a number of large icebergs and launches them at the enemy in a devastating barrage.Â
Casting Time: 1 action
Range: 120ft
Duration: instant
Attack Save: Dex
Damage/Effect: 1d8 icebergs are hurled at enemies dealing 2d12 damage per iceberg to a 10ft radius.
A mysterious ability that can be used to enchant a weapon and allows the caster to generate black flames. The fire also has the additional effect of nullifying an immortal's regeneration.Â
Casting Time: Bonus action
Range: Touch
Duration: 1d4 turns
Attack Save: DC
Damage/Effect: Adds 2d12 Hellfire Damage to enchanted weapon. (Ignores and nullifies immortals' regeneration.)
A spell that is used for purposes related to the trapping and sealing of an individual. It has enough strength to contain a dragon.Â
Casting Time: 1 action
Range: 120ft
Duration: depends on strength of creature
Attack Save: Strength 25 (+1 per level upcast)
Damage/Effect: seal entity in place
After concentrating the power of the Sun from within their body into their fist, the user performs a punch that shoots a concentrated torrent of fire at a target. (Cannot be cast on others)
Casting Time: 1 actionÂ
Range: Touch
Duration: 2d4 turns
Attack Save: AC
Damage/Effect: The users fist now attacks with spell modifier and does 2d10 additional fire damage.
A formidable spell where four elements (specifically; water, earth, fire and air) are summoned and fused into a single, devastating energy attack that is fired at the enemy. The attack creates a large explosion upon impact with a 30ft radius.
Casting Time: 1 Action
Range: 120ftÂ
Duration: Instant
Attack Save: Dex Saving Throw
Damage/Effect: 8d12 Elemental damage that ignores individual elemental resistances.
Points towards the opponent and engulfs them in a wild, black inferno.Â
Casting Time: 1 actionÂ
Range: 120ft
Duration: instant
Attack Save: Con
Damage/Effect: 6d20 Hellfire Damage halved on a save. (Ignores and nullifies immortals' regeneration.)
This ability allows the user to switch the positions of two beings of about the same size. The user can also switch position with a being of roughly the same size.
Casting Time: 1 action, reaction, or bonus action
Range: SightÂ
Duration: instant
Attack Save: NA
Damage/Effect: User swaps places with target.
The user gazes at an opponent and attacks with a massive burst of lightning emanating from their eyes.Â
Casting Time: 1 actionÂ
Range: 360ft
Duration: instant
Attack Save: AC
Damage/Effect: Using religion as a modifier to hit the caster deals 1d100 divine lightening damage.Â
Remove the power of a defeated being such as seraph steel from powerful beings, primordial iron from gods or creation metal from primordials.
Casting Time: one hour
Range: 5ft
Duration: NA
Attack Save: WisdomÂ
Damage/Effect: lose the power that drives a being's life.
A bounty is placed on a target individual for whatever amount of gold is used for the congeration of the spell. Through the dark magic of the god of murder the target is marked for death visable to all assassings and followers of Bane. The name and appearance of the individual also appear on bounty papers of nearby shrines to Bane.
Casting Time: 1 hourÂ
Range: Plane
Duration: Until dispelled or completed
Attack Save: NA
Damage/Effect: Target is branded to be killed in the eyes of any who follow Bane. Any currency offered for the spell is magically given to the killer of the target.
A caster can take a doorway leading to nowhere and inscribe enchantments and runes to fold space creating a place where great distances can be traveled in one step. If done every day for one year, then it will stay for one year if done every day for ten years it will become permanent until dispelled.Â
Casting Time: 10 minutes
Range: 10ft
Duration: One hour/Forever
Attack Save: NA
Damage/Effect: Space is folded between two locations creating a door that can be walked through from one space to another. (must be done on both sides)
While engulfed in lightning, the user lunges at their opponent with extreme speed and delivers a devastating strike with their weapon.Â
Casting Time: bonus action plus movement
Range: touch
Duration: one turn
Attack Save: AC
Damage/Effect: Tripple the weapons damage dice making all damage divine lightening. Strike moves user up to six times movement speed to the target.
Using this technique, the user can cause the slightest scratch to split open into a gaping wound.Â
Casting Time: reaction or bonus action
Range: Sight
Duration: instant
Attack Save: con.
Damage/Effect: damage of any single target attack or attack only hitting one target will be increased by a multiple of (1d4)
A support technique that allows an ally to attack multiple enemies in a single moment that only the user and ally can see.Â
Casting Time: reaction or bonus action
Range: Sight (By magical means will work)
Duration: one attack
Attack Save: NA
Damage/Effect: any physical attack can be duplicated 1d6 times within 120 feet on different opponents.Â
A shimmering prismatic aura envelops the user and 3 other individuals that the user can see. They have immunity to damage of any chosen type for the duration.Â
Casting Time: 1 Action
Range: Envelops 4 people (Every time the spell is cast at a higher spell level the amount of people increases 1)Â
Duration: 1 minute
Attack Save: NA
Damage/Effect: Gain immunity to elemental damage for the duration.
The user raises both hands to make multiple thin needles protrude from the ground that impale multiple targets at once.Â
Casting Time: 1 action
Range: 60ft
Duration: instant
Attack Save: AC
Damage/Effect: 2d12+caster level needles break the ground dealing 1d4 to target opponents. (Extra 1d12+caster level per level upcast. On natural 20 targets are run through and take 1d4 damage per spike if moved from spot.)
The user clenches their fist, which causes floating chunks of earth to form a spherical prison around the target, immobilizing them.Â
Casting Time: 1 actionÂ
Range: 120ft
Duration: 10 minutes or until broken
Attack Save: Str
Damage/Effect: 2d4 force damage and physical immobility.
The user fires a small light arrow from the tip of his finger that allows him to invade the thoughts and memories of anyone it hits. The ability also grants them access to subconscious memories.Â
Casting Time: 5 Minutes
Range: 240ft
Duration: 1 minute
Attack Save: Wis
Damage/Effect: Steal one memory from target within sight and range.
The user raises their arms and calls forth a great gale to blow away their enemies.Â
Casting Time: 1 action
Range: 120ft
Duration: instant
Attack Save: Dex or Str
Damage/Effect: 1d8 force damage and an additional 1d8 force damage if knocked into something or someone. If failed will throw back 10 feet, then prone. If succeeded, then only the damage.
All extra damage past killing an enemy will overflow to the next closest enemy for one minute.
Casting Time: 1 action
Range: Self
Duration: 1d6 turns
Attack Save: NA
Damage/Effect: Damage automatically overflows to next target.
With this technique the user can induce nightmarish visions by reawakening traumatic memories within an opponent. Once activated it is possible the opponent may never wake from the nightmare. The target is left immobile and defenseless while under the effect of this technique. Should the target awaken, they will be both mentally and physically exhausted.Â
Casting Time: One hour
Range: Plane (need one ounce of targets blood)
Duration: until broken
Attack Save: Wis
Damage/Effect: Immobility and mental suffering.
The user splits their concentration into multiple inanimate objects, moving them around like a puppet master, whether to attack or to defend with, or simply as an act of trickery.
Casting Time: Standard Action
Range: 30 feet
Duration: Up to a minute sustained
Attack Save: Depends
Damage/Effect: The user controls an amount of objects equal to their spell casting modifier. If the object is a weapon, it gains the stats of whatever the weapon is. If the object is a shield, it gains the stats of the shield. Any other objects are up to DM’s discretion.
The target is reduced to its original form with the transformation being locked away for 1d20 days. For changelings, dragons that often keep human form, gods, or primordials they become locked in their most frequently taken form for the duration.
Casting Time: 10 minutes
Range: 1 mile
Duration: 1d20 days
Attack Save: Wis Con Cha or Int
Damage/Effect: Target is reduced to original form with all others locked away for the duration. (If upcast 1 is added to the spell DC)
This technique gives the user the ability to render an opponent completely immobile for up to twelve seconds by severing the connection between their nerves.Â
Casting Time: 1 action
Range: touch
Duration: 12 seconds
Attack Save: Con
Damage/Effect: all attacks do critical damage and target is incapacitated.
The caster emits a dark fog from out of their mouth, causing echoing noises and hallucinations to anyone who breathes it in.
Casting Time: Standard Action
Range: 20 feet
Duration: 1 Minute
Attack Save: Wisdom, Spell DC
Damage/Effect: Creatures within the fog all have cover, but must succeed a Wisdom save or take 3d6 psychic damage per round they stay within the fog. If an individual takes more than a quarter of their health in damage, they are also frightened so long as they are within the fog.
Heightened: For every level above 3rd, this spell does 1d6 more damage. Every 2 levels above 3rd, the spell’s range also increases 10 feet.
The user fires an energy beam from the tip of their weapon that pierces through any opponent standing within the blade's line of fire. This attack greatly enhances the user's ability to hit a target.
Casting Time: 1 actionÂ
Range: 120ft
Duration: instant
Attack Save: AC
Damage/Effect: Whatever weapon is being used double the attack dice and make a ranged attack with an additional +5 to hit. (Double the damage again if fighting undead or vampires)
Critical Over augments the user's physical strength to its absolute limits and lasts until the magic wears off. When using it, the user bulks up, and it seems to affect their speech to that of an incoherent monster. (Can be upcast to affect another person instead of the caster)
Casting Time:Â 1 action
Range: self (touch)
Duration: 1d4 turns
Attack Save: NA
Damage/Effect: All physical attacks crit and do maximum damage. (Does not count toward abilities that have special crit conditions.)
The user directs the technique into a light arrow that can be fired from their hands. After charging themself with their power they press their hands together and fire the arrow towards their target to render them unconscious. This will only work on targets below 50hp otherwise it will have no effect.
Casting Time: Instant
Range: 30ft
Duration: until woken
Attack Save: Con
Damage/Effect: Be rendered unconscious.
This ability allows the user to switch the positions of two objects that are relatively the same size.Â
Casting Time: 1 action
Range: 120ft
Duration: NA
Attack Save: Wisdom
Damage/Effect: Swap objects.
Erect a star-shaped pillar from below the opponent. The pillar hits the target at an incredible speed, the force of which traps them against the pillar as it extends toward the sky.Â
Casting Time: 1 actionÂ
Range: 90ft
Duration: One turn
Attack Save: Dex
Damage/Effect: 1d10 Force damage and 60ft (extra 1d10 Force damage and 20ft per level)
Using this technique the user can broadcast their thoughts to a large group of people, providing them with information and strategy. The user places one hand to their temple, using the other to fire a beam of light carrying their thoughts directly into the minds of his allies. The beam travels through each of their allies until the instructions have been relayed to everyone in the area.Â
Casting Time: 30 Seconds
Range: 50ft radius per level
Duration: Instant
Attack Save: NA
Damage/Effect: Spread information to allies.
Allows a vampire of being of darkness to enter the sunlight without harm for a time.
Casting Time: 10 minutes
Range: self
Duration:1d10 hours
Attack Save: NA
Damage/Effect: Be unaffected by the damage of the sun.
The user obliterates the opponent with a star-shaped light blast. This is a spell particularly powerfull aginst undead. A spell used for generations by the Neurenberg clan.
Casting Time: 1 action
Range: 200ft
Duration: instant
Attack Save: AC (extra +5 to hit against undead)
Damage/Effect: 2d8 Light damage (double to undead triple to vampires)
With just a simple gesture of affection the user is capable of inspiring intense feelings love and affection in others. The more intimate the gesture, the stronger the effect is.
Casting Time: 1 actionÂ
Range:5ft
Duration: until brokenÂ
Attack Save: Charisma.
Damage/Effect: Target unable to make rolls against caster until broken.
Vines come from the ground grappling and detaining the target inhibiting their movement or holding them completely still based on the strength of the target.
Casting Time: 1 action
Range: 120ft
Duration: until brokenÂ
Attack Save: Strength (-1 to Dc every hour it's in effect)
Damage/Effect be immobile.
A spell that allows the caster to amplify the magic of their allies, making their attacks considerably more powerful.Â
Casting Time: 1 reaction or bonus action
Range: 20ft
Duration: Instantaneous
Attack Save: NA
Damage/Effect: Upcast a spell of the same level (or lower) or make damage critical.
The user uses their power to raise a number of small, jagged rocks from the ground. These rocks are then rapidly fired at their opponent.Â
Casting Time: 1 action
Range: 200ft
Duration: instant
Attack Save: AC
Damage/Effect: 1d4 rocks are flung per level for 1d6 each.
The user rapidly concentrates the remaining moisture within a plant, condensing it into a single spot. The condensed water droplet becomes a deadly bullet that the user can freely control as a bonus action.Â
Casting Time: 1 action
Range: 120ft from caster
Duration: 1d10 turns
Attack Save: AC
Damage/Effect: make weapon attack with magic proficiency and 1d10 damage.
Acid damage is added to the damage of any weapon for one minute (at 1st lvl 1d4/at 4th lvl 1d6/at 7th lvl 1d8/at 10th lvl 1d10/at 13th lvl 1d12/at 16th lvl 1d20[each time it is upcast it adds a damage die])
Casting Time: 1 action
Range: touch
Duration: one minute
Attack Save: Na
Damage/Effect: NA
A technique best used in conjunction with a far-reaching weapon. Boasting pinpoint accuracy, the technique allows the user to swiftly grab hold of an object and pull it towards themself, seemingly bypassing any obstructions.Â
Casting Time: 1 action
Range: 100ft per level
Duration: instant
Attack Save: Str
Damage/Effect: NA
With their immense strength, the user builds up their power to unleash a great slash at the enemy.
Casting Time: 1 action
Range: 5ft
Duration: instant
Attack Save: AC
Damage/Effect: do max damage instead of rolling.
The user uses a form of healing to return himself to his normal state of mind, or to heal others from drunkenness or poison.Â
Casting Time: 1 action
Range: 10ft per level
Duration: NA
Attack Save: healing check based on impurity.Â
Damage/Effect: Remove impurities.
Overpower has the ability to essentially intimidate the opponent, leaving them defenseless, distracted or even paralyzed for a specific amount of time. However, overpower is useless against opponents who have a greater magic aura than the user. Attack effect to be determined by DM.
Casting Time: 1 action
Range: 100ft
Duration: 1d6 turns per level
Attack Save: Cha
Damage/Effect: NA
This allows any weapon or physical attack to become magical for one day. Each time it is upcast it can also bypass one chosen resistance.
Casting Time: 1 action
Range: touch
Duration: one day
Attack Save: NA
Damage/Effect: NA
Add a +5 modifier to all initiave rolls and gain advantage for 3 rounds (for each upcast affect another person [can only be cast once per day])
Casting Time: 1 action
Range:30 feet
Duration: whole day
Attack Save: NA
Damage/Effect: NA
Based on the power of the individual one can create varying amounts of milk.
Casting Time: 1 bonus action
Range: 5ft
Duration: until dispersed
Attack Save: NA
Damage/Effect: creates milk.
The cater can once per day make a free passing lore check or gain one relevant and helpful piece of information.
Casting Time: 10 minutes
Range: self
Duration: instant
Attack Save: NA
Damage/Effect: Gain knowledge based on 1d20 all knowledge will be true but some less clear than others.
Casting the spell allows you to sense whether or not there are dead/undead in the area like Detect Magic does with Magic.
Casting Time: Standard Action
Range: 100 feet
Duration: 1 round
Attack Save: N/A
Damage/Effect: Sense corpse/Undead
Heightened 2nd level: Allows you to sense the approximate number of dead/undead.
Heightened 4th level: Allows you to sense the type of undead within the area.
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
DESCRIPTION: Spell currently undefined
Further Information not available to players.
Casting Time: Redacted
Range: Redacted
Duration: Redacted
Attack Save: Redacted
Damage: Redacted
~123 Spells