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## School of the Netherese Wizards of this school of magic study the ancient society of the Netherese in hopes to unlock the secrets to the incredible magic the Netherese people flaunted. These wizards do not limit themselves to one school of magic as they pull secrets from the Weave. Many practitioners of this school are historians and hold high respect for the Netherese and Mystra, even to the point of worship. ### History Savant At 2nd level, you gain proficiency with the Cartographer’s Tools and Calligrapher's supplies. You have also studied the language of ancient Netheril. You are able to speak, read and write Netherese. ### Arcane Theory Beginning at 2nd Level, you have begun to learn how the weave functions. When you cast a spell that has a range of touch you are able to cast it with a range of 30 feet. When you cast a spell with the range of self you are able to cast the spell as though you were at a point within 30 feet of you that you can seen. When a spell with the range of self is cast this way the rest of the spell operates as the spell is written. ### Spell Shift Starting at 6th level, as a reaction you are able to expend a spell slot to bolster or dampen the arcane power of one spellcaster within sixty feet of you that you can see. Choose one of the following options: * When you bolster a target, the DC or attack modifier for the next spell the target casts is increased by an amount equal to half the spell slot you expended, rounded down (minimum of 1). * When you dampen a target, that target must make an Intelligence saving throw against your spell casting DC. On a pass the target is unaffected. On a failure the target is unable to cast any spells equal to or lower than the spell slot expended until the end of their next turn. You may only have one target bolstered or dampened at a time. You can use this ability twice and regain all uses after completing a long rest. ### Spell Negation Starting at 10th level, you add the counterspell spell to your spellbook if you do not have it already. If you already know counterspell you may pick a different spell of a level you are able to cast from the wizard spell list to add to your spellbook. When you cast counterspell and successfully negate a spell, you instantly know what the spell is and on your next turn may spend an action to cast the spell using the original caster's spell slot if you have that spell in your spellbook. You may do this twice per long rest. ### Netherese Grand Magic Starting at 14th level, you have delved deep into the intimate workings of the Weave. Through specialized arcane rituals taken from the Netherese and the elves you are able to lead other spellcasters to produce affects that are rarely, if ever, seen. As an action you expend a spell slot to begin an arcane ritual that lasts until the start of your next turn. While this ritual is being performed any spellcaster that is within ten feet of you is able to use their bonus action to expend a spell slot and add their magic to your ritual. Add the levels of each spell slot together in a pool that you are able to use to cast a spell when the ritual is complete. You may cast one spell that is equal to or lower than the total spell level in your pool and can only upcast leveled spells to 9th level. Grand spells are only able to be cast when a minimum of two spell casters partake in the ritual and expend the proper number of spell slots. A simulacrum is able to add spell slots up to seventh level to the pool, though doing so will immediately dispel the simulacrum. You may cast a spell this way once per long rest. \pagebreak ## Grand Spells Every Grand Spell can only be cast at the completion of your Grand Magic ritual. Each of these spells has a spell level requirement. The DC to dispel or counterspell a Grand Spell is 20, though a spell that has become permanent cannot be dispelled. The DM is able to deny the casting of a Grand Spell at their discretion. #### Negative Energy Burst *Necromancy (Grand spell)* ___ - **Spell slot Requirement:** 18 - **Range:** Self (60 foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ When you cast this spell, waves of negative energy erupt from your body in a sixty foot diameter. Each creature in the area must make a Dexterity saving throw or take 10d8+40 necrotic damage, and half on a successful save. The dark energy destroys non-magical objects immediately as they wither, crack and fade away. Any humanoid killed by this spell rises at the start of your next turn as a wraith or banshee that is under your command for the next 24 hours, following your verbal orders to the best of its ability. #### Rewrite Memory *Enchantment (Grand Spell)* ___ - **Spell slot Requirement:** 15 - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, Up to ten minutes ___ You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes unconscious for the Duration. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While the creature is unconscious you are able to modify the creature's memories in any way you find fit. You are able to see every memory the target has and are able to add to, remove or otherwise modify every one. You mentally alter the memories and you do not need to have a common language with the target. The target's mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner or that the creature cannot come to terms with their new memories, breaking their minds. Only a Wish spell or second casting of this spell can restore the target's memories to what they were before this spell affected it. \columnbreak #### Proctiv's Move Mountain *Transumation (Grand Spell)* ___ - **Spell Slot Requirements:** 36 - **Range:** 5 - **Components:** V, S - **Duration:** 365 days ___ Harnessing incredible arcane power, this spell shears off a mountaintop, inverts and levitates it. Choose an area of terrain no larger than one mile on a side within range. This area is cut out from the ground leaving behind a perfectly flat area. The targeted terrain then lifts 500 feet into the air and inverts, leaving a perfectly flat surface as the top surface. After this area is floating in the air you may use an action to move the target a number of feet equal to your Intelligence modifier (minimum of 1) multiplied by 50. You may move the target in any direction but it must remain at least 500 feet from the ground. After 365 days the floating island will fall slowly to the ground. If this spell is cast on a mountain already under the effect of this spell, then the effect becomes permanent. #### Cateract of Fire *Evocation (Grand Spell)* ___ - **Spell Slot Requirement:** 18 - **Range:** Self (100 foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ A vertical column of arcane fire roars down from the sky directly on top of the caster. Each creature in a 100-foot radius, 1000-foot-high Cylinder centered on the caster must make a Dexterity saving throw. A creature takes 15d10 fire damage and 15d10 force damage on a failed save, or half as much damage on a successful one. The caster is immune to the fire damage but not the force damage from this spell, but must make the Dexterity saving throw. #### Conjure Forest *Conjuration (Grand Spell)* ___ - **Spell Slot Requirement:** 12 - **Range:** Self (1 mile diameter) - **Components:** V, S, - **Duration:** Permanent ___ An orb of shining positive energy is created between the casters. The orb descends into the ground and pulses out in a one mile radius. If the ground is unable to support plant growth the spell revitalizes the area. Grass and other plants begin to grow and over the course of one hour a forest grows to full size. \pagebreak #### Horrendous Dessication *Necromancy (Grand Spell)* ___ - **Spell Slot Requirements:** 20 - **Range:** Self (60 foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ Horrendous dessication caused everything to dry up within a large area that grew with the caster's skill. The effect caused organic matter to dry up and could easily lead to death. The same happened to bodies of water like lakes or rivers which lost a large amount, if not all, of their water. The caster has a ten foot area around them that was safe from the main effect of the spell, however, casting this spell caused one of the caster's limbs to wither. Every creature within the radius of the caster must make a Constitution saving throw. Water elementals and plant based creatures make the save at disadvantage. On a fail, the creature takes 24d8 necrotic damage, and half on a pass. The caster is immune from this effect but must make a Constitution saving throw with against their own DC. If the caster fails they must roll a d6 and apply the following affect depending on the result: - 1 - The caster suffers extreme dehydration and immediately falls unconscious. Only a Greater Restoration or a long rest can remove this effect. - 2 - The caster's dominate arm is withered and unusable. Only a Greater Restoration can reverse this effect. - 3 - Due to the incredible strain on your body and mind you suffer Indefinite Madness. Roll on the Indefinite Madness table in the Dungeon Masters Guide. - 4 - Hair Loss and Cosmetic Damage. All hair on your body burns away and will not grow back normally. You skin withers and ages as if exposed to the sun for 20 years. Only a Greater Restoration removes these affects. - 5 - Blindness. Your eyes dry up and are destroyed; you gain the blinded condition. Magic such as the regenerate or wish spell can restore your sight. - 6 - You suffer from an extreme and unquenchable thirst like nothing you have ever experienced. Unable to fully concentrate due to thirst, you make all checks to maintain concentration on spells at disadvantage until this condition is removed. Nothing short of a Greater Restoration spell can aleviate you of this effect. \columnbreak #### Tolodine's Killing Wind *Evocation (Grand Spell)* ___ - **Spell Slot Requirement:** 27 - **Range:** Self (100 foot radius) - **Components:** V, S - **Duration:** Duration ___ During the casting of this spell a smoky humanoid skull glows an ominous green. The smoke blows into the wind and the wind begins to howl around the caster. The green winds envelop 100 feet around the caster and swirl in a deafening manner. Every living creature inside this area must make a Constitution saving throw. Undead and constructs are immune to this affect. On a failed save, if the creature has less than 100 hitpoints, it dies. The caster must also make this save, if they fail, regardless of their current health they die. Whether the caster passes or fails the save, their appearance changes dramatically. Their body becomes emaciated, their face gaunt and their eyes gain an eerie green glow. Creatures that see this form of the caster get an innate sense that the caster has done something horrible before. This affect may be hidden by magical means or disguise kits but cannot be removed entirely. Not even a Greater Restoration nor a Wish spell can reverse these changes. #### Create Greater Undead *Necromancy (Grand Spell)* ___ - **Spell Slot Requirement:** 18 - **Range:** 10 feet - **Components:** V, S, M (Any humanoid corpse) - **Duration:** Instantaneous ___ Choose a corpse of a Medium or Small humanoid within range. You focus your magic into the target, causing shadows swirl and envelop the corpse. The corpse contorts and shifts as armor and weapons are formed from the darkness. The corpse rises as a Death Knight that is permanently under your command, following your verbal orders to the best of its ability. If you cast this spell again, any currently active death knights you created with this spell are instantly destroyed. #### Hallowed Lances *Conjuration (Grand Spell)* ___ - **Spell Slot Requirement:** 15 - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension. You conjure five lances of pure radiance to impale your foes. Choose a separate target for each lance and make a ranged spell attack against each of those targets. On a hit, a target takes 15d8 radiant damage. You have advantage on the attack roll against an aberration, fiend, or undead. On a hit, the spell does maximum damage to it. \pagebreak #### Greater Sealing *Abjuration (Grand Spell)* ___ - **Spell Slot Requirement:** 21 - **Range:** 60 feet - **Components:** V, S. M (a diamond worth five thousand gold pieces) - **Duration:** One year ___ With this spell, you attempt to bind a creature to a diamond of appropriate value. The target must make a Charisma saving throw. On a failed save, the target's body and all it is wearing is warped and sealed inside the diamond for the duration of the spell. While sealed the creature's soul can perceive from the container using its own senses, but it can't move or take actions at all, though it can telepathically communicate with any creature that holds the diamond. A detect magic spell will show the diamond as having an abjuration aura, while an identify spell will indicate there is a creature trapped inside but not what the creature is. A creature can spend a 9th level spell slot while holding the diamond to release the creature before the duration is over. At the end of the spell's duration the sealed creature may make another Charisma saving throw. On a success they are released from the diamond, which crumbles to dust. On a failed save the creature is sealed for another year.