Severn's Seven-Spell Series, Vol.1, Chapter 2: Double Trouble

by Lucian Astaroth

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Double Trouble

Concentration is a powerful thing, allowing spells to build in power over time. However, it is rarely harnessed on shorter time scales, which Severn found could significantly amplify their power; these spells provide a two-turn risk-reward sure to tempt any mage worth their salt, generating a powerful effect if you can survive the round.

Unstable Singularity

6th Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (An astral dreadnought's eye worth 500gp, which the spell consumes)
  • Duration: Concentration, up to 1 round

You attempt to conjure a miniature singularity, but imperfections in the surface cause it to destabilize rapidly. When you cast this spell, choose a location within range that is at least 10ft. from the nearest creature. The eye flies there and ruptures, spilling darkness which coalesces into a 5ft. diameter black hole. If you lose concentration before the start of your next turn, the sphere winks out of existence harmlessly.

All creatures within 30ft. of it when it appears and at the start of each of their turns must make a Strength saving throw or be pulled 10ft. closer, taking 4d10 force damage if they come into contact with it. Additionally, within 30ft. of the sphere is treated as difficult terrain.

At the start of your next turn, the sphere ruptures violently and implodes. All creatures within 30ft. must make a Constitution saving throw or take 4d10 force damage and be pushed 30ft. directly away from the sphere, taking half damage and being pushed 15ft. on a success. Creatures within 5ft. of the sphere who fail this saving throw are instead sucked into the Astral Plane and take 8d10 force damage.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the force damage increases by 2d10 for every slot level above 6th. Additionally, when you cast this spell using a 9th level slot, the diameter, range of attraction, distance pushed and pulled all double.


Classes: Sorcerer, Warlock, Wizard

Defabricate

2nd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: 30ft.
  • Components: V, S
  • Duration: Concentration, up to 1 round

You target a location you can see within range; all nonmagical inanimate objects within a 5ft. radius sphere of that point are broken down into small fine particulate matter, effectively disintegrating them. Creatures wearing such items may make a Dexterity saving throw to avoid their destruction.

At the start of your next turn, or when you lose concentration on this spell, the disintegrated matter returns to where it was when the spell was cast. If a creature or object is in the location the matter returns to, they are shunted to the nearest available space, taking 1d10 force damage per 5ft. moved.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5ft. for every slot level above 2nd.


Classes: Bard, Wizard

  • This is v2.0 of Double Trouble, the 2nd Chapter of Severn's Seven-Spell Series

  • Created by u\LucianAstaroth

  • Artwork: The Abyss by alexiuss, True Messiah - Meteor Strike by cosmicspark, Angel Knight by JasonTN

Volume 1 | Double Trouble 1

Crushing Meteor

4th Level Evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A piece of rubble from a crash site)
  • Duration: Concentration, 1 round

A copy of the meteor the rubble came from begins to form in the air at a point within range that is at a height of 100ft. above you. The spell fails if there is not enough space for the meteor, which is 30 feet in diameter. At the start of your next turn, the meteor drops from the sky. Flying creatures in the path of the meteor must make a Dexterity saving throw or take 3d8 bludgeoning damage and drop 30ft.

The meteor detonates on impact with a surface. Each creature within a 30ft. radius of the point must make a Dexterity saving throw or take 3d8 fire and 3d8 bludgeoning damage.

The impact zone is painfully hot for 1 minute thereafter. Creatures take 1d4 fire damage for every 5ft. they move through the area. The area can be cooled by dealing 20 cold damage.


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the bludgeoning and fire damage of the explosion and to flying creatures increases by 1d8 for every two slot levels above 4th.


Classes: Sorcerer, Wizard

Space Anchor

2nd Level Conjuration (Variant: Ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A thin silk thread)
  • Duration: Concentration, up to 1 round

You touch a willing creature or make a melee spell attack against an unwilling creature, attaching the thread to them on a success. At the start of your next turn, the threat goes taut and the creature is teleported back to their position when you marked them.

If there is an object or another creature in the location when they attempt to teleport back, they are shunted to the nearest available space, taking 1d10 force damage per 5ft. moved.


Ritual: The casting time increases to 1 hour, as does the time limit for when the target is teleported back.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you may target one additional willing creature for every slot level above 2nd. You may not make more than 2 melee spell attacks in one turn with this spell.


Classes: Bard, Sorcerer, Wizard

Living Bomb

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A 250gp ruby which the spell consumes; a drop of blood)
  • Duration: Concentration, up to 1 round

You fire the ruby into a living creature within range, implanting it. The ruby begins converting the creature's matter into a more explosive substance, shown by a pulsating crimson mark which spreads. A creature that recognizes the spell must make a Wisdom saving throw or become frightened for 1 round, and must spend their full movement running in a random direction. A creature who makes the save can attempt to pull the ruby out as an action, making a Strength check against your Spell Save DC, ending the spell on a success.

At the start of your next turn, the target must make a Constitution saving throw or take 6d10 force damage, or half on a success. Additionally, each creature within 15ft. of the target must make a Dexterity saving throw or take half the damage the target took.


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d10 for every slot level above 3rd.


Classes: Sorcerer, Warlock, Wizard

Volume 1 | Double Trouble 2

Lustrous Bombardment

5th Level Evocation


  • Casting Time: 1 action
  • Range: Self (90ft.)
  • Components: V, S, M (An pure white feather; Variant: A pitch black feather)
  • Duration: Concentration, up to 1 round

When you cast this spell you stab the feather into your chest; choose and roll a number of hit die (you must decide on an amount before you roll) taking necrotic damage equal to the total. This damage cannot be reduced or prevented in any way. Until the start of your next turn, you hover 10ft. off the ground as angelic wings sprout from your back, and shine bright sunlight in a radius equal to 5ft. x number of hit die spent and dim light out to double that distance. Any creature that starts its turn within the bright light or enters it for the first time on their turn must make a Constitution saving throw or be blinded.

At the start of your next turn, choose a point you can see within 90ft.; you move as a beam of light to that point provoking no opportunity attacks, and release a radiant explosion; each creature within a 30ft. radius must make a Constitution saving throw or take 1d12 radiant damage per hit die expended. You may choose to expend a spell slot as per your divine smite feature and add it to the damage.


Variant (DM's discretion): You may instead deal radiant damage to yourself and have an aura of darkness, and deal necrotic damage with the explosion.


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, you deal an additional 1d12 of radiant damage for every slot level above 5th.


Classes: Cleric, Paladin

Reopen Wounds

5th Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Salt, vinegar and lemon combined into a slurry)
  • Duration: Concentration, up to 1 round

You make a meelee spell attack against a creature within range, coating them in the slurry on a success. At the start of your next turn, for each instance of Bludgeoning, Piercing and Slashing damage the creature has taken since being marked, they take 1d6 of that type again and 1d6 necrotic damage, as their wounds reopen.

Should they take more than 10d6 damage from this effect, they must make a Constitution saving throw or be stunned until the start of their next turn.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 5th.


Classes: Cleric, Warlock, Wizard


Variant Material Component:

You may add "The hand of a timepiece" as an additional material component to any of the two-turn spells.

If you do, the hand spins in your palm, completing a full revolution in six seconds. Whilst you have a hold of the hand, you have advantage on concentration checks for the spell.

However, you lose concentration on the spell if you drop or otherwise lose a hold on the hand.

Volume 1 | Double Trouble 3
 

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