Spells

Spells

Compressed Shock

1st level Evocation


Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A cotton ball)
Duration: Instantaneous
Classes: Sorcerer, Wizard

A small and almost solid ball of compressed electricity forms in your hand. As part of the action used to cast this spell, you throw this ball at any location within 60 feet. Upon contact the ball explodes with electricity harming nearby foes. Each creature within a 10 foot radius sphere makes a Dexterity saving throw. On a failed save creature takes 2d6 lightning damage and has their speed halved until the end of their next turn. On a successful save, the creature takes half the damage and does not have their speed halved.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Grasp of the Grave

Necromancy Cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a Mummified hand.)
Duration: Concentration, up to 1 minute.
Classes: Cleric, Warlock, Wizard.

Choose a large or smaller creature within range that is not in the air. Decaying hands reach up from the ground to entrap them. The creature must make a Strength or Dexterity saving throw or be grappled by the hands. The creature can attempt the Athletics or Acrobatics on its turn against your spell dc as an action to try to free itself on it's turn, ending the effect on itself on a success.

Greater Animate Dead

5th level necromancy

Casting Time: 1 minute
Range: 10 feet
Components: V,S,M (A drop of blood, a piece of Flesh, a pinch of bone dust, and a black onyx stone worth at least 75gp for each level of cr you animate)
Duration: Instantaneous
Classes: Cleric, Wizard

This spell may only be casted at night. Choose a corpse, or a number of corpses, within range that are equivalent to the size of the creature you are animating (the GM will determine how many corpses are required.) You animate a number of large or smaller undead creatures equaling a total challenge rating of 2 or lower.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order the creature continues to follow it until its tsk is complete. The creature is under your control for 24 hours, after which time it stops obeying nay command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on this creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather then animating a new one. Additionally this spell in this manner does not require spell components with a gp cost.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can animate or reassert control of an additional CR worth of undead creatures created with this spell. When you cast this spell using a 9th level spell slot, you can animate or reassert control over ab additional two CR worth of undead creatures created with this spell. Additional creatures must be animated with sufficient corpses or bones.

Malakiths lightning Arrows

3rd-level transmutation

Casting Time: 1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour
Classes:
Ranger, Sorcerer, Wizard, Artificer

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Mind Sliver (Server Edited)

Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You drive a spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Restore Undead

1st-level Necromancy

Casting Time: 1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous
Classes:
Cleric, Sorcerer, Wizard

An undead creature you touch regains a number of hit points equal to 1d8+your spell casting modifier and gains advantage on saving throws against turn attempts until the end of its next turn. This spell has no effect on living creatures or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot above the 1st

Undead Enthrallment

8th-Level Necromancy

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (A drop of blood, a piece of tombstone, and a gem worth at least 500 gp)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard

This spell can only be casted at night. Choose a corpse, or a number of corpses, within range that are equivalent to the size of the creature you are animating (the GM will determine how many corpses are required.) Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. You may choose for the target to become an undead creature of CR 3 or lower (the GM has the creature's game statistics.)

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. (If you control multiple creatures, you can command any or all them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.

To maintain control of the creature for another 24, hours you must cast this spell on the creature again before the 24-period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather then animating a new one. Any creature you have maintained with this spell for 30 days remains permanently under your control. You may only control a maximum of four creatures with this spell.

Undead Puppet

2nd level necromancy

Casting time: 1 action
Range: 10 feet
Components: V, S, M, (Fine string and a small piece of wood.)
Duration: Concentration, up to 1 minute.
Classes: Cleric, Warlock, Wizard.

This spell creates an undead puppet for you to control. Choose one pile of bones or a corpse of Medium or Small sized Humanoid within range. Your spell imbues the target with foul energies that you manipulate, raising it as an undead creature. The target becomes a skeleton if you choose bones or a zombie if you choose a corpse. The creature take its turn immediately after yours.

On each of your turns, you can use a bonus action to mentally command the creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. Issuing a general command, such as to guard a particular chamber or corridor, has no effect. If you issue no commands, the creature does nothing.

Once the spell ends, the creature goes back to being an inanimate corpse or pile of bones.
At Higher Levels: You can animate an additional corpse for each spell level above the 2nd. As a bonus action on your turn, you can issue a single command to any number of undead you have animated via this spell.