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# Spells Inspired by Divinity Original Sin 2 #### Decaying Touch *2nd level necromancy* ___ *Wizard, Cleric, Druid* ___ - **Casting Time:** Action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute ___ You touch a creature with vile negative energies that cause healing magic to rot them instead. Make a melee spell attack against a creature you can reach. On a hit, the creature takes 4d8 necrotic damage, and is afflicted with decay. Instead of restoring hitpoints, the creature takes necrotic damage equal to the amount normally healed while afflicted. The target can make a Constitution saving throw at the end of each of its turns to end the affliction. The affliction also ends if the duration of the spell ends, or the target has a spell like *remove curse* or stronger used on them. ___ ***When Cast at Higher Levels*** For every level above 2nd, the creature takes an additional 1d8 necrotic damage on a hit. #### Decaying Aura *4th level necromancy* ___ *Wizard, Druid, Artificer* ___ - **Casting Time:** Action - **Range:** 15 feet - **Components:** V, S, M (a vial of tainted blood) - **Duration:** Concentration, up to 10 minutes ___ You taint the very air around you with negative energy, causing creatures around you to rot from healing magic. During the duration of this spell, hostile creatures within 15 feet of you must make a Constitution saving throw when they are healed by magical means. On a failure, instead of healing, they take 6d12 necrotic damage. On a success, they are healed by half the normal amount. ___ ***When Cast at Higher Levels*** For every level above 4th, a creature takes an additional 1d12 necrotic damage on a failed saving throw. #### First Aid *2nd Level Evocation* ___ *Ranger* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** S, M (Willow Bark or a Molded Apple) - **Duration:** Instantaneous ___ Natural healing magic flows from your touch. A touched creature regains a number of hit points equal to 2d4 + your spellcasting ability modifier, and is cured of one disease or the poisoned or blinded condition. ___ ***When Cast at Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot above 2nd. #### Phoenix Dive *2nd level evocation* ____ *Wizard, Druid, Ranger, Paladin* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, S, M (a dart fletched with pheonix feathers) - **Duration:** Instantaneous ___ Briefly surrounded by elemental flame, you teleport up to 90 feet to an unoccupied space that you can see. Immediately after you land each creature within 10 feet of you must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. You can bring along objects as long as their weight doesn't exceed what you can carry. Unattended inflammable objects within the area alight. ___ ***When Cast at Higher Levels*** For every level above 3rd used, the fire damage increases by 1d10. #### Fossil Strike *3rd level conjuration* ___ *Wizard, Sorcerer, Warlock* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a vial of crude oil) - **Duration:** 1 Hour ___ You conjure an oil filled rock and lob it at a point within range. The rock explodes, covering the surface of the ground 10 feet from the point in oil. Creatures within the area must make a Dexterity saving throw. They take 6d6 bludgeoning damage on a fail, and half as much on a success. The oil slick is rough terrain. The oil catches fire easily from torches or spells like *firebolt*, burning anyone standing in it for 4d6 fire damage. The oil slick last for the duration, or until it is lit on fire. ___ ***When Cast at Higher Levels*** The bludgeoning damage increases by 2d6 for each slot level above 3rd. \pagebreak #### Vacuum Touch *2nd Level Conjuration* ___ *Wizard, Sorcerer, Warlock, Artificer* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** 1 Round ___ Make a melee spell attack against a target creature you can reach. You pull the air out from around them, dealing 4d8 Thunder damage on a hit. Hit or miss, they are deafened and cannot cast spells with verbal components until the end of your next turn. ___ ***When Cast at Higher Levels*** The damage increases by 1d8 for each slot level above 2nd. #### Tentacle Lash *2nd level Transmutation* ___ *Wizard, Warlock, Druid, Ranger* ___ - **Casting Time:** 1 bonus action - **Range:** 10 feet - **Components:** S, M (a rat's tail) - **Duration:** Concentration, up to 10 minutes. ___ You transform your arm into a giant tentacle. As an action you can use the tentacle to make a melee weapon attack against a target. The tentacle does 3d10 slashing damage and a creature hit with it must make a Strength saving throw, or you wrench any object they were carrying out of their grip and onto the ground. ___ ***When Cast at Higher Levels*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 2nd. #### Armor of Frost *1st Level Abjuration* ___ *Cleric, Paladin, Druid, Ranger, Artificer* ___ - **Casting Time:** 1 Bonus Action - **Range:** 30 feet - **Components:** S, M (a sprinkle of crushed ice) - **Duration:** 1 minute ___ You create a ward of frost around a creature within range. The ward has hit points equal to 1d10 + your spellcasting modifier. When the creature would take Fire, Cold, or Lightning damage, the ward takes that damage instead. Excess damage is carried over to the warded creature. ___ ***When Cast at Higher Levels*** The ward's starting hit points increase by 1d10 per spell slot level 1st. \columnbreak #### Fortify *1st level Abjuration* ___ *Wizard, Warlock, Sorcerer, Artificer* ___ - **Casting Time:** 1 Bonus Action - **Range:** 30 Feet - **Components:** S, M (A fistful of gravel) - **Duration:** 1 Minute ___ You create a ward of stone around a creature within range. The ward has hit points equal to 1d10 + your spellcasting modifier. When the creature would take non-magical Bludgeoning, Piercing or Slashing damage, the ward takes that damage instead. Excess damage is carried over to the warded creature. ___ ***When Cast at Higher Levels*** The ward's starting hit points increase by 1d10 per spell slot level 1st. #### Apotheosis *9th level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a voodoo doll of yourself created with 10,000gp of rare alchemical ingredients) - **Duration:** 18 seconds ___ You take the first step toward godhood. You lose all your remaining spell slots, then gain that many 8th level spell slots. You have advantage on all ability checks and saving throws. Your abilities are all set to 21. At the end of the spell's duration you loose any 8th level slots you have over your normal maximum.