Acceleration Sphere
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A pinch of sand from an ancient hourglass)
- Duration: Concentration, up to 10 minutes
- Spell Lists: Artificer, Sorcerer, Wizard
You channel your internal magic, causing time to disrupt around a point you choose within range. A 15 feet radius sphere is created at the target location. The sphere is coated in a shell of energy that pulsates along the outside of it, but is otherwise transparent.
Creatures that start their turn in the sphere have their speed doubled, gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Delay
4th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Wizard
You can use your magic to delay damage dealt to you. When an attack successfully deals damage to you, you instead add this damage to a pool of damage suspended in time. This pool will gradually increase as you take more damage. When the spell ends early, you take the full value of the damage pool as force damage. If you successfully reach the end of the spell whilst maintaining concentration, the spell grants you temporary hit points equal to the amount of the damage pool, and the spell ends.
Divine Sight
1st-level divination
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Paladin, Ranger
You target a creature within range with intense divination magic. You learn the target's AC, CR, saving throw proficiencies, the number of different attacks it can make, and if it has any legendary actions. Once this spell has been cast, the target becomes immune to the effect of this spell for 24 hours.
Preservation
1st-level transmutation (ritual)
- Casting Time: 1 minute
- Range: 5 feet
- Components: V, S, M (Food or liquid to be preserved)
- Duration: 10 days
- Spell Lists: Druid, Ranger, Wizard
You target a pile of food or liquid within range no larger than
a 5 foot cube. Any food should be continuous and any liquid should be enclosed in a container. The food or liquid is suspended in time for the duration, not decaying, spoiling or breaking down in any method.
The spell ends if the food or liquid is targeted by another instance of this spell, another magical effect or spell that alters the food or liquid in any method, or the food or liquid is used or consumed.
Recall
2nd-level transmutation
- Casting Time: 1 reaction, taken when another creature hits you with an attack
- Range: Self
- Components: V, S, M (A clock)
- Duration: Instantaneous
- Spell Lists: Wizard
As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.
Ronvyn's Constellations
2nd-level illusion (ritual)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (A platinum sextant, worth at least 50gp)
- Duration: Concentration, up to 10 minutes
- Spell Lists: Bard, Druid, Ranger, Wizard
You place your sextant on a surface facing a strong light source. The light is absorbed by the sextant, and rescattered into the air through the device. It creates a map of the stars in a 10 feet cube above the sextant.
The stars represent the current celestial cycle and there locations. Each major navigational star is illuminated, and constellations are connected. The map has sufficient details for any creature trained in navigation tools or that is familiar with the stars to navigate distances of up to 50 miles.
Salazar's Living Armour
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (armour or clothing to be transmuted)
- Duration: 10 minutes
- Spell Lists: Wizard
You touch a non-magical suit of armour or clothing, channeling your magic to alter it to your desire. The attire glows softly, and the next humanoid that attempts to wear it while the spell is active will feel the attire change to fit their body type. Once the attire has been magically altered or the duration has passed, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the armour or clothing you select to be transmuted can be magical.
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