5e Spells - Testing Doc

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Spells

Arcane Conduit

2nd-level transmutation


  • Classes: Sorcerer
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute.

You tap directly into the arcane weave. For the duration, you have resistance to all magical damage besides Force damage, but gain vulnerability to force damage.

At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take 1d4 Force damage. This damage increases by 1d4 for each subsequent turn you concentration on this spell.

Blazing Beacon

2nd-level evocation


  • Classes: Bard, Cleric, Paladin, Sorcerer, Wizard.
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute.

You are bathed in holy light, illuminating bright light up to 30 feet and dim light for additional 30 feet.

Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they are blinded until the start of their next turn. A creature with darkvision makes this roll with disadvantage. A creature without eyes automatically passes their saving throw.

Immutability

3rd-level transmutation


  • Classes: Cleric, Wizard.
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute.

You assume an immutable form. You become immune to other transmutation spells or magical effects that would alter your form.

Additionally, your form grows more stable the longer you stand still. If you do not move during your turn, you gain advantage on Constitution saving throws until the start of your next turn. If you have not moved since the start of your last turn, you gain resistance to all damage.

If you do not move for three turns, you most make a Constitution saving throw, or your speed drops to zero until the spell ends.

Orbital Stones

3rd-level transmutation


  • Classes: Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute.

You lift three rocks or similar material from within 10 feet of you that have a radius of at least 2 feet, causing them defy gravity and slowly circle you. While all three are in orbit around you, you have total cover against ranged attacks. While two are in orbit, you have three quarters cover, and while only one remains, you have half cover. The spell ends when none of them are orbiting you.

As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet. Make a ranged attack roll. On hit, the target takes 2d8 bludgeoning damage.

Shroud of Power

2nd-level abjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You wreathe yourself in arcane energy, while imbued with this power you use your reaction to add +2 to the saving throw against magical effects. Alternatively, you can exhaust the power of spell to reroll the save, ending the the spell. You must use the new roll.

Spelltrap

2nd-level abjuration


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You create a spelltrap, marking it on yourself, typically as a small glowing mark on your skin. The first time you have to make a saving throw against a 1st level or below spell, the spell is absorbed by the spell trap and none of the effects of the spell take place.

On your next turn, you can cast the spell absorbed the spell trap without expending a spell slot. If you do not cast the spell during your next turn, the spell trap fades and trapped spell is lost.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of the spell it can absorb increases by 1 for each slot level above 2nd.

Note:

Spelltrap absorbs the first spell you have to save against that qualifies for it's criteria.

 

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