Complete Guide to Sanctum - Spells #3

by FrostBladestorm

Search GM Binder Visit User Profile

Arishka's Erasure

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (A fragment of a shield)
  • Duration: Instantaneous
  • Spell Lists: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Weaver, Wizard

You reach out and touch a creature with dark magic. The target must succeed a Constitution saving throw or have their temporary hit points reduced to 0.

Barrier

1st-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Cleric, Weaver

A wave of energy washes over you and those who you choose within range. You have a pool of 8 temporary hit points, divided as you choose among any number of creatures that you can see within range. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the pool of temporary hit points increases by 8 for every level above 1st.

Energy Burst

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Sorcerer, Warlock, Wizard

You target a creature within range, lashing out at any creatures nearby. Creatures within 5 feet of the target (excluding the target themselves) must succeed a Constitution saving throw or take 1d8 force damage.

This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Knight's Step

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Paladin, Ranger, Wizard

You teleport up to 60 feet to an unoccupied space you can see. At the end of your turn, you teleport back to the space that you cast this spell from. If that space is occupied or blocked, you instead safely teleport to the nearest unoccupied space.

Inoculation

8th-level abjuration


  • Casting Time: 1 action

  • Range: Touch
  • Components: S, M (A dragon's scale of the elemental type you choose, worth at least 1000gp)
  • Duration: 1 hour
  • Spell Lists: Cleric, Druid, Wizard

You bolster a targets resistance against a damage type. For the duration, the willing creature you touch has immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder.

At Higher Levels: When you cast this spell using a spell slot of 9th level, you can choose one additional damage type. You must provide the materials for this spell.

Midas Touch

7th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: M (An object with a monetary value)
  • Duration: 24 hours
  • Spell Lists: Druid, Wizard

You imbue an object you touch that is no larger than a 5 foot cube with magical energy. The monetary value of the object is treated as 10 times larger for the duration. Creatures that succeed a Wisdom (Insight) check against your spell save DC learn that the object has been influenced by this spell. The objects appearance turns to that of a light shimmering gold for the duration.

Casting midas touch again will cause any previous instances of this spell you have cast to revert to its original monetary value and appearance.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the duration increases indefinitely, ending the spell when you die.

Phoenix Arrow

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (120 feet)
  • Components: S, M (A non-magical arrow, which the spell consumes)
  • Duration: Instantaneous
  • Spell Lists: Ranger

You channel flaming energy into an arrow you hold, knocking it into your bow, enchanting it with flames. When you let go of the arrow, an ethereal flaming phoenix conjures up and follows a straight path from you out to a maximum of 120 feet. The line ignores half and three quarter cover, and is stopped by any solid, non-flammable material more than 1 foot thick. Each creature within 5 feet of this line must succeed a Dexterity saving throw against your spell save DC or take 6d12 fire damage. A creature reduced to 0 hit points by this spell is turned to ash. The ash is considered an intact corpse under the effects of the gentle repose spell for the purposes of resurrection magic.


Version 1.0


Got any ideas or feedback? Message me here


**The Weaver is a homebrew class available in the Complete Guide to Sanctum. Version 3.1 can be found here

Complete Guide to Sanctum - u/FrostBladestorm
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.