Aldri's Dark Sphere
4th-level conjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet.
- Components: V, S, M (a black pearl)
- Duration: Concentration, up to 1 minute
A tiny dark sphere appears where you designate, bending the space around it. It has own gravity force, attracting every material body towards itself. Creatures entering or starting their turn in the area within 15 feet of the sphere must make a Strength saving throw. If fails, is pulled 5 feet toward the sphere, and are unable to move opposite direction of it.
The bending of space creates stress on all material bodies. Creatures that enter the area for the first time in a turn or starts its turn there must make a Constitution saving throw, taking 4d8 force damage on a failed save and half that on a successful save.
On your turn you can spend a bonus action to direct the sphere and move it up to 10 feet.
At Higher Levels: The damage increases by 1d8 for each slot level above 5th used to cast this spell
Bending Force Shield
2nd-level abjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action or reaction, when you see someone making an attack or moving
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You bend a little the space around you in a 10-foot radius. Inside this area the movement speed is halved for creatures other than you and ranged attacks rolls have disadvantage if they pass in or out of the warped space.
Crushing Gravity
3rd-level evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a shard of glass)
- Duration: 1 round
As you point with your finger, there is a drastic change in the gravity's force, affecting a 15-foot-radius sphere area, crushing everything within it. Each creature inside or entering the affected area must make a Strength saving throw.
On a failed save, the creature takes 4d6 bludgeoning damage, gets knocked prone and its movement speed is reduced to zero until the start of your next turn, or only half as much damage on a successful one. Inside the affected area all target’s speed is halved for the duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Dimensional Rift
5th-level conjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S, M (a silver piece)
- Duration: Instantaneous
You open two dimensional rifts, one under a target and another wherever unoccupied space within range that you can see. A non-flying target must make a Dexterity saving throw. On a failed save, the target falls in the rift and is teleported where the other dimensional rift was conjured.
This spell do not affect huge or bigger targets.
Distortion Blade
2nd level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You warp, in your hand, the reality just enough to create a blade with the distorsion's edge. This blade lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 slashing damage plus 1d8 force damage on a hit and has the finesse and light properties.
If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear in your hand.
At higher level When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 1d12 slashing damage plus 1d12 force damage. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 2d8 slashing damage plus 2d8 force damage. When you cast it using a spell slot of 7th level or higher, the damage increases to 2d12 slashing damage plus 2d12 force damage.
Force Refration
3rd-level abjuration
- Classes: Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
Thin and dimensional warp wreathe the target's body for the duration, looking like a glass veil. The target gain +2 in AC.
Also, whenever a creature within 5 feet of you hits the target with a melee attack, the dimensional warp erupts with magical force. The attacker takes 1d6 force damage from it. Besides, the creature must make a Strength saving throw. If fails, is pushed 10 feet away from the target.
Perfect Reflecting Mirror
7th-level abjuration
- Classes: Wizard
- Casting Time: 1 reaction, which you take when you are targeted or hit by an ranged attack that you can see
- Range: Yourself
- Components: S
- Duration: Instantaneous
When you notice a ranged attack, you envelops in magic and change the physical vectors around you, creating a mirrored surface on your body, redirecting the attack perfectly to the one who did it. The attack roll is used against the attacker, if hits it takes the exact amount and type of effects and damage that would be done to you, doubled by the same amount in force damage.
Phantom Step
2nd-level abjuration
- Classes: Warlock, Wizard
- Casting Time: 1 reaction, which you take when you are target by an melee attack that you can see
- Range: Yourself
- Components: V, S
- Duration: Instantaneous
As you see an upcoming melee attack with you as a target, before the attacker hits or misses, you briefly bend the reality around you, moving 5 feet, leaving behind a ghostly after image. The attacker can proceed the attack, but must make a Dexterity saving throw. On a failed save, the attack misses. On a sucessful save his attack has disadvantage. This spell does not trigger Attacks of Opportunity.
Reality Crack
cantrip evocation
- Classes: Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point at one target you can see within range, and a small crack in reality emerges, causing a little warp in space that explodes with magical energy. The target must succeed on a Strength saving throw or take 1d4 force damage and be pushed 5 feet away from the explosion, in a direction chosen by the attacker.
The spell’s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Solid Warp Wall
2rd abjuration
- Classes: Bard, Wizard
- Casting Time: 1 action
- Range: 80 feet
- Components: S
- Duration: 1 round
You alter the physical vectors in a certain unoccupied part of space, reflecting everything, including light. Forming a pitch dark panel, 10 feet high and 10 feet long. It cannot be climbed and can give, up to a large creature, full cover.
Space Laceration
6th evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (60 feet)
- Components: V, S
- Duration: 1 minute.
You bend the borders of reality, forcing the creation of a dimension razor-sharp distortion, which is thrown in front of you in 5-foot-wide, 60-foot-long line, lacerating everything in its path. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 force damage plus 5d8 slashing damage. On a successful save, it takes half as much damage. Inside the affected area the movement speed is halved for the duration, thanks to the dimensional bending.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 force damage plus 1d8 slashing damage for each slot level above 6th.
Swap Out
2nd conjuration
- Classes: Wizard
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a piece of amber)
- Duration: Instantaneous
You change the reality, bending space by swaping your body position with a body, living or not, with similar size. Choose a target with equivalent size within range. Then you and the target teleports, instantanaly swapping positions. The target can make a Charisma saving throw to resist this spell.
This spell does not trigger Attacks of Opportunity and you can not cast this spell while in movement.
Warp Javalin
1st evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: 1 round
You warp the reality within your palm, making a weapon made distortion space that is thrown at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 force damage, and all Wisdom rolls (Perception) involving sight and hearing and the next attack roll made by this target before the end of your next turn has disadvantage, due to the the dimensional warp.
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.
Aldri, the Dimensional Mage
Small humanoid (gnome), chaotic neutral
- Armor Class 16 (mage armor)
- Hit Points 182 (28d6+84)
- Speed 25 ft. Hover 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 30 (+10) 22 (+6) 20 (+5)
- Saving Throws Int +16, Wis +12, Cha +11
- Skills Arcana +22, Investigation +22, Insight +12, History +22, Nature +22, Religion +22, Perception +12.
- Damage Resistances Damage From Magical Sources; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin).
- Condition Immunities Charmed, Blinded.
- Senses truesight 120 ft. passive Perception 22
- Languages Abyssal, celestial, common, draconic, dwarvish, elfish, gnomish, halfling, infernal, primordial, sylvan, undercommon.
- Challenge 20 (25,000 XP)
Aldri's Magic Eye. With this item Aldri cannot be blinded, has true sight and advantage on Wisdom (Perception) checks that rely on sight. Also through his eye, twice per short rest, he can cast dispel magic or identify at 4th level without using his spell slots.
Arcane Ward. When Aldri casts an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell's magic to create a magical ward on himself. The ward has 50 hitpoints, whenever he takes damage, the ward takes the damage instead, if this damage reduces the ward to 0 hit points, he takes any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever Aldri casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Empowered Spells. Whenever Aldri casts a spell of the evocation school by expending a spell slot, he can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.
Indomable Mind. Aldri can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells. Also, he has advantage in any Intelligence ability checks and saving throws and his mind cannot be read by any means.
Legendary Resistance (3/Day). If Aldri fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aldri has advantage on saving throws against spells and other magical effects.
Master of Space. Aldri can cast Misty Step as a cantrip. Also, as a bonus action, Aldri are able to be shift magically from the plane that he is in to the Astral Plane, or may be vice versa.
Potent Cantrip. Aldri can add its spellcasting ability modifier to the damage it deals with any cantrip.
Sculpt Spells. When Aldri casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
Spellcasting. Aldri is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Aldri can cast detect magic, fly, magic armor, stoneskin and invisibility at will and has the following spells prepared:
Cantrips (at will): reality crack, mage hand, misty step*, prestidigitation, minor illusion.
1st level (4 slots): gift of alacrity, magnify gravity, magic missile, shield, warp javalin.
2nd level (4 slots): bending force shield, distorsion blade, immovable object, phantom step, swap out, solid warp wall, wristpocket.
3rd level (3 slots): crushing gravity, counterspell, force refration, haste, pulse wave, slow.
4th level (3 slots): Aldri's dark sphere, banishment, freedom of movement, dimension door, gravity sinkhole.
5th level (3 slots): Bigby's hand, dimensional rift, polymorph, wall of force.
6th level (2 slot): globe of invulnerability, gravity fissure, space laceration.
7th level (1 slot): perfect reflecting mirror, plane shift, reverse gravity, teleport.
8th level (1 slot): dark star, demiplane, maze, reality break.
9th level (1 slot): gate, ravenous void.
Actions
Adjust Density. Aldri can magically alter the weight of one Huge or smaller object or creature that he can see within 30 feet. The target's weight is halved or doubled for up to 1 minute. If halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. If is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Aldri's Mana Infusion Potion (1x). A special potion made by Aldri. If he drinks it he regains all of his spell slots.
Legendary Actions
Aldri can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aldri regains spent legendary actions at the start of its turn.
Cantrip. Aldri casts one of his cantrips.
Cast a Spell (Costs 2 Actions). Aldri casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.
Magical Items
Aldri's Mana Infusion Potion
Potion, legendary
Inside a glass jar it is possible to notice a blue, bright and dense liquid. Like it was sapphire stone that liquefied.
A magical liquid made by the great dimensional mage Aldri, with secret materials gathered from the astral plane.
Forming a very powerful but extremely dangerous potion, which proved very useful in his experiments. When drinking it, a thick, cold liquid comes down the throat, but there is no taste to be noticed.
If you drink you must make a Constitution Saving throw with DC 10 + your highest spell level. On a successful save, you regain all your spell slots.
On a failed save, as you were unable to absorb the potion properly, you don't regain any spell slots and become unable to cast spells or cantrips. Also, you must roll a d4, adding the effects of the table below.
| d4 | Effect |
|---|---|
| 1 | The magical energy leaks from the inside out of your body, crystallizing. You're petrified. |
| 2 | Your body has an adverse and allergic reaction to the components of the potion. You're poisoned. |
| 3 | The potion destabilizes your body's energy. You gain two points of exhaustion. |
| 4 | Your body were able to absorb the potion, however no effects manifest. You still can cast spells and cantrips. |
The effects of a failed save lasts 8 hours, ignores immunities and resistances and only can be undone by the Dispel Magic spell cast above 6th level.
If you regained all your spell slots using this potion, you must make a Intelligence Saving throw with DC 10 + your highest spell level. On a successful save, there isn't any effects to be noticed.
On a failed save, until a long rest, your mind is unable to cope with the sudden increase of mana running through your body. You end up losing some of the control of your magical abilities.
Immediately after you cast a spell of 1st level or higher, you roll a d8. If you roll a 1, roll the next table to create a random magical effect.
| d8 | Effect |
|---|---|
| 1 | Your spell fails and has no effect. |
| 2 | You cannot cast another spell until the end of your next turn. |
| 3 | Your size decreases by one size category for the next minute. |
| 4 | Your magical energy ricochets on you. You take 1d12 force damage. |
| 5 | You are transported to a harmless plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 6 | Your body loses its functions due to the sudden lack of magical control. You are stunned until the beginning of your next turn. |
| 7 | You regain 1d10 hit points |
| 8 | You are able to cast another spell on this turn. |
Aldri's Magical Eye
Wondrous Item (prosthetic eye), very rare (requires attunement)
A weird a strange prosthetic eye, made of porcelain, with several small gnomic runes grizzled at the back.
To complete the attunement with this item, you need to use it as a proper prosthetic eye.
Thought this item you gain the ability to see all things as they actually are. You can sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, you can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces).
The range conferred is 120 feet. However, does not penetrate solid objects. Addicionaly you gain advantage on Wisdom (Perception) checks that rely on sight and immunity to be blinded.
Also, twice per shortrest, you can use an action to cast Identify or Dispel Magic at 4th level without any components.
Art
Academy Journeymage - Magali Villeneuve