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## Touhou Spells 3 This document presents more homebrew spells inspired by Touhou Project, a series of bullet hell games set in the fantastical land of Gensokyo. #### Giga Flare *8th-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a rod of dense metal) - **Duration:** Concentration, up to 5 rounds ___ You collect massive amounts of nuclear energy and release it in a violent chain reaction in a 60-radius sphere centered on a point within range. The sphere is bright light, spreads around corners and ignites flammable objects that aren't being worn or carried. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, 5d8 radiant damage and gains one level of exhaustion. On a successful save, a creature takes half as much damage and doesn't suffer exhaustion. At the start of each of your turns, each creature within the sphere's area must make a Constitution saving throw. On a failed save, a creature takes 4d8 fire damage, 4d8 radiant damage and gains one level of exhaustion. On a successful save, a creature takes half as much damage and doesn't suffer exhaustion. The fire and radiant damage dealt by this spell on subsequent rounds are then both reduced by 1d8. Any levels of exhaustion caused by this spell go away when the spell ends. #### Resurrection Butterfly *9th-level necromancy* ___ - **Classes:** Cleric, Druid - **Casting Time:** 1 action - **Range:** Self (60-foot radius) - **Components:** V, S, M (a fan) - **Duration:** Concentration, up to 1 minute ___ A ghostly, translucent shroud of death surrounds you in a 60-foot aura for the duration. As a bonus action on your turn, you can cause ethereal butterflies of necrotic energy to erupt in the aura. Each creature of your choice in the aura (minimum of one) must make a Charisma saving throw. On a failed save, a creature takes 4d8 necrotic damage plus an extra 4d8 necrotic damage for each previous time this bonus action has been used since the casting of this spell, to a maximum of 20d8 damage. On a successful save, a creature takes half as much damage. A creature that fails its saving throw also suffers an additional effect based on the previous number of times this bonus action has been used since the casting of the spell: - 1 or more times: blinded and deafened for 1 round - 2 or more times: restrained for 1 round - 3 or more times: stunned for 1 round - 4 or more times: paralyzed for 1 round - 5 or more times: killed instantly if it has 50 or less hit points Nonmagical plants within the aura instantly die, as do creatures of CR 1 and below. #### Sanguine Spear *7th-level necromancy* ___ - **Classes:** Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self (120-foot line) - **Components:** S, M (a sacrificial dagger worth at least 100 gp) - **Duration:** Instantaneous ___ Opening your wrist, you form your blood into a vicious spear of necrotic energy and launch it at blistering speed in a 5-foot-wide, 120-foot-long line originating from you. You take 4d8 necrotic damage, which ignores resistance and immunity and cannot be reduced in any way. Your hit point maximum is also reduced by the same amount until you take a long rest. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes necrotic damage equal to the necrotic damage you took, as well 4d8 + 40 piercing damage, and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. While a creature is poisoned by this spell, it cannot regain hit points. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the poisoned condition on a success. \pagebreak
#### Scarlet Rapture *8th-level evocation* ___ - **Classes:** Cleric - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** 1 minute ___ You part the skies and call forth a beam of divine energy to raze the earth. You must be outdoors and have a clear path to the sky when you cast this spell. Choose a line up to 90 feet in length between two points you can see within range. Each creature within 30 feet of the line must make a Constitution saving throw, taking 4d10 force damage and 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also loses any damage resistances it had for the duration of the spell. For the duration of the spell, the ground within 30 feet of the line is alight with divine energy. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 1d10 force damage and 1d10 radiant damage on a failed save, or half as much damage on a successful one. #### Trauma Recollection *5th-level enchantment* ___ - **Classes:** Bard, Sorcerer, Warlock - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a ruby eye worth at least 300 gp) - **Duration:** Concentration, up to 1 minute ___ You reach into the mind of one creature you can see within range and turn its deepest traumas into reality. When you cast this spell, you know every spell that has targeted the creature in the last 30 days, and the target is frightened of you for the duration. \columnbreak As an action, you may choose one of these spells and manifest it into reality, casting it yourself. You expend a spell slot as if you cast it, using your own spell save DC and spell attack bonus. The spell must have a casting time of 1 action, and is cast with the following modifications: - If the manifested spell targets an area or multiple targets, only the target creature is affected. - If the manifested spell has a duration other than instantaneous, it lasts for the duration of this spell. If it requires concentration, it instead lasts for as long as you concentrate on this spell, and you cannot manifest another concentration spell in the meantime. - If the manifested spell requires a saving throw, the target has disadvantage on the first saving throw it makes against the spell if it is frightened of you. If it requires an attack roll, you have advantage on the attack roll if the target is frightened of you. Each time the target creature is affected by a manifested spell, it may make a Wisdom saving throw, ending the spell on a success.
> ##### Art Credits > - [惑星切り](https://danbooru.donmai.us/posts/974625 "Danbooru (WARNING: potentially NSFW)") by Torino Akua > - [さとり](https://www.pixiv.net/en/artworks/14354664 "Pixiv") by Lucia
> ##### Previous Documents > More spells inspired by Touhou Project can be found [here](https://www.reddit.com/r/UnearthedArcana/comments/d70zpm/touhou_spells_2_a_collection_of_more_spells/?utm_source=share&utm_medium=web2x "Reddit") and [here](https://www.reddit.com/r/UnearthedArcana/comments/bedwx6/nine_spells_inspired_by_the_world_of_touhou/?utm_source=share&utm_medium=web2x "Reddit").