Complete Guide to Sanctum - Spells #5

by FrostBladestorm

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Bind / Mute

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Spell Lists: Bard, Cleric, Sorcerer, Wizard

You can drain the life out of a creatures limbs or their vocal chords for a short time. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either muted or bound (your choice) for the duration. A muted creature cannot speak except through telepathy, and they cannot perform verbal components for any spells they may be able to cast. A bound creature has disadvantage on weapon attack rolls they make and they cannot perform somatic components for any spells they may be able to cast. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Covenant

2nd-level enchantment (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Blood from both creatures swearing the covenant)
  • Duration: Until dispelled
  • Spell Lists: Bard, Warlock, Wizard

You swear a covenant with another creature, binding yourselves to a promise. When you cast this spell, both of you speak the same promise, or a reflection of each others promise. While under the effects of this covenant, neither creature can willingly break the sworn promise. A creature only has to obey the written meaning of the covenant, not necessarily the intended meaning.

Both creatures must be willing to swear the covenant at the moment of hearing the other creatures promise, or the covenant fails and the spell slot is lost. The covenant ends if either creature dies, or if another covenant is sworn between the same two creatures.

Dispersion

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Special
  • Spell Lists: Bard, Druid, Ranger, Wizard

You target one magical light or magical darkness source that is no larger than a 60 foot sphere you can see within range. The radius of the light or dark source is doubled, expanding out to reach that distance 5 feet per round. This spells duration becomes the same as the remaining duration of the light or dark source that was targeted. If the light or dark source that was targeted does not have a duration, the effect lasts for 24 hours. This spell has no effect on a light or dark source under the effects of an instance of this spell.

Mass Tether

2nd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: M (Two to six mundane objects, to be tethered)
  • Duration: Concentration, up to 8 hours
  • Spell Lists: Bard, Druid, Sorcerer, Wizard

You touch between two to six mundane objects, designating one to be the centre of this spell. A visible, ethereal, ghostly tether binds those objects, all attaching to the centre object. The objects bound this way cannot be moved more than 15 feet away from the centre object, except by magical means. If an object is further away than 15 feet, that single tether is dispelled while the rest remain. If the tether is reduced to 0 hit points, it is dispelled. Each tether has 10 AC and 20 hit points.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the AC for each tether increases by 2 for each spell level above 2nd.

Prismatic Beam

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A source of light within 60 feet)
  • Duration: Instantaneous
  • Spell Lists: Sorcerer, Wizard

You drain the light from a nearby object, and coalesce the light in your palm. The light diffracts into five beams of coloured light. Each beam hits a creature of your choice that you can see within range. Each creature you target must make a Dexterity saving throw. If a creature is targeted by multiple beams, they must make multiple saving throws. The following beams and effects are created.

  1. Red. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
  2. Orange. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one.
  3. Yellow. The target takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.
  4. Green. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one.
  5. Blue. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one.

Resonance

6th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Bard, Sorcerer, Wizard

You touch a creature, adjusting their natural frequency to cause a resonating effect, shattering the bonds that hold their form together. A creature you touch must succeed on a Constitution saving throw or take 8d10+20 thunder damage. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Complete Guide to Sanctum - u/FrostBladestorm

Stormskin

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Druid, Sorcerer

You coat your skin with arcing electricity that strikes back at any aggressors. When a melee attack roll succeeds to hit you, the attacker takes 1d6 lightning damage. This effect triggers after the attack is made, but before multiattack is considered.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage you deal is increased by 1d6 for every second spell level above 3rd.



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