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Almea's Opus of Exclusive Magic
\pagebreakNum ## Exclusive Spells All these spells are **NOT** to be added to a character's spell list immediately. These spells are very discreet and hard to find in Vouri often kept secret by the Cerberus Assembly. A spellcaster may only acquire these spells in-game by finding a source of the magic such as mage mentors, ancient scrolls containing or other methods. With this in mind, a spellcaster may learn one of these spells when they level up. Talk to the DM first if you want to use any of these spells. ### Researching Spells During Downtime, a spellcaster of 5th level or higher may use spell research to gain access to spells that he/she does not have access to from scrolls, spellbooks, or (if a divine spellcaster) his deity. The very first thing required is research, for without the accumulation of knowledge nothing can be developed. Researching a topic requires access to a suitable-sized library with enough amassed knowledge to help you in understanding the process and techniques required to construct the formulae for your new spell. The amount of time required to research a spell is equal to (**1 + spell level**) weeks (the length of which depends on the world), at the end of which the character makes an arcana/nature/religion check to see how well they're able to retain and understand the knowledge, they've amassed. The DC of the check is equal to **10 + the spell level.** ##### Research Time and Library Requirements | Spell level | Time | Total cost of books
in the library on avg | |:------------ | :----------:| ------------------:| | Cantrip | 01 week(s) | 1,000gp | | Level 1 | 01 week(s) | 2,000gp | | Level 2 | 02 week(s) | 3,000gp | | Level 3 | 03 week(s) | 4,000gp | | Level 4 | 04 week(s) | 5,000gp | | Level 5 | 05 week(s) | 6,000gp | ### Experimenting Spells You can experiment on new spells once you've completed Researching a Spell or after you've been trained by a mentor. You can spend four hours experimenting on a spell for a total of eight hours in a day after which you're mentally exhausted. Every four hours of experimentation requires materials equal to the **50gp per spell level** of the new spell. At the end of each 4 hours, you can roll a d20. On a result of 1, you have successfully made progress in your experiments. You now roll a d12 instead of the d20 for future experiments. The experimentation die continues to decrease in size on a result of 1 all the way to a d4. After which you need to roll 1 on the d4 equal to a number of times equal to the spell level. If you spend 8 hours a day experimenting, you instead make progress on a result of 1 or 2. Spending this additional time has no effect on the d4. #### Relevant Abilites Not everyone has equivalent ability and talent, thus the rate at which they may create and design differ as well. The main ability modifier for your class allows you to start at a smaller Experimentation die based on the table below. | Ability Modifier | Starting die | |:----: |:-------------: | | +0 | d20 | | +1 | d12 | | +2 | d12 | | +3 | d10 | | +4 | d8 | | +5 | d6 | ### Acid Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws. | Level | Spells | |:-----:|:------:| | Cantrip | *acid splash*, *primal savagery* | 1st | *caustic brew* | 2nd | *acid arrow* | 3rd | *erode^A^* | 4th | *vitriolic sphere* | 5th | *acid rain^A^* ### Cold Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain. They most often feature Constitution saves. | Level | Spells | |:-----:|:------:| | Cantrip | *frostbite*, *ray of frost* | 1st | *arctic breath^A^*, *entomb^A^*, *ice knife*, | 2nd | *cold snap^A^* | 3rd | *flash freeze^A^* | 4th | *ice storm, stalagmite^A^* | 5th | *cone of cold* \pagebreakNum ### Earth In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover. | Level | Spells | |:-----:|:------:| | Cantrips | *magic stone* | 1st | *earth tremor*, *stone fist^A^* | 2nd | *earth ripple^A^* | 3rd | *erupting earth* | 4th | *orbital stones^A^* | 5th | *fissure^A^* ### Fire Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage. Generally feature dexterity saves. | Level | Spells | |:-----:|:------:| | Cantrips | *create bonfire*, *firebolt*, *produce flame*, *burn^A^* | 1st | *burning hands*, *everburning^A^* | 2nd | *aganazzar's scorcher*, *flaming sphere*,
*scorching ray* | 3rd | *fireball*, *melf's minute meteors* | 4th | *fire shield*, *wall of fire* | 5th | *flame strike*, *immolation* ### Force Force damage brings the ultimate in consistency, with most spells offering no save or attack roll, but consequently dealing only moderate but consistent damage with d4s. | Level | Spells | |:-----:|:------:| | Cantrip | *force blast^A^* | 1st | *magic missile* | 2nd | *seeking orb^A^* \columnbreak ### Lightning Highly volitile damage spells, these often feature d12s with high variance, and sometimes come with powerful status effects, shocking targets or even stunning them, they come in a mix of Constitution and Dexterity saving throws. | Level | Spells | |:-----:|:------:| | Cantrip | *shocking grasp* | 1st | *electrify^A^*, | 2nd | *crackle^A^, voltaic surge^A^* | 3rd | *electrocute^A^*, *call lightning*, *lightning bolt* | 4th | *storm sphere* | 5th | *sky burst^A^* ### Thunder Exclusively area of effect spells, it tends to deal d8 damage dice, feature Constitution saves, and often have some element of knockback. | Level | Spells | |:-----:|:------:| | Cantrips | *thunderclap* | 1st | *thunderwave* | 2nd | *shatter* | 3rd | *thunder pulse^A^* | 4th | | 5th | *sonic shriek^A^* ### Acid #### Etch *Transmutation cantrip* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a vial of acid worth at least 25 gp) - **Duration:** Instantaneous. ___ This spell applies a small amount of acid to a nonmagical surface or object made of glass, metal, or stone that you touch, allowing you to produce one of the following effects of your choice: - You etch a design into the target, such as a sigil or a message. The design can cover a 1 foot square of the surface. - You errode and deface the target, such as rusting iron, oxidizing copper, pockmarking stone, or clouding glass. - You polish and refine that target, such as creating a mirrored metal surface, a smoothed stone, or crystal-clear glass. This effect can also remove corrosion and deface like rust and pockmarks, including those created by this spell. The effect of this spell are merely superficial, and have no impact on the strength or other properties of the material. \pagebreakNum #### Erode *3rd-level conjuration* ___ - **Classes:** Wizard - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V, S - **Duration:** Instantaneous. ___ You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd. #### Acid Rain *5th-level conjuration* ___ - **Classes:** Druid, Wizard - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid. A creature takes 2d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action. ### Cold #### Arctic Breath *1st-level conjuration* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self (30 ft line) - **Components:** V, S - **Duration:** Instantaneous. ___ A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \columnbreak #### Entomb *1st-level transmutation* ___ - **Classes:** Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute.. ___ You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target. If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target. **At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Cold Snap *2nd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 ft (5 ft radius) - **Components:** V, S - **Duration:** Instantaneous. ___ A swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed on their next turn by 10 feet. On a success, the target takes half as much damage and is not stuck in ice. The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Flash Freeze *3rd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self(30-foot cone) - **Components:** V, S - **Duration:** Instantaneous. ___ A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained. \pagebreakNum **At Higher Levels**: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Stalagmite *4th-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a lance of ice that shoot up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 6th or 7th level, you can create a second spike. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Additional spikes can target the same or different creatures. ### Earth #### Earth Ripple *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous. ___ You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice): * It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free. * It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone. * It is impaled by a spike of earth, taking 4d8 piercing damage. #### Stone Fist *1st-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. ___ You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage. Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Orbital Stones *4th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, Up to 1 Minute. ___ You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover. As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet. #### Fissure *5th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 Action - **Range:** Self (60 foot line) - **Components:** V, S - **Duration:** Instantaneous ___ You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep. Creatures in that line must make a Dexterity save. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. From the fall and crush, creatures that fail the saving throw take 6d10 bludgeoning damage. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 30 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional 1d10 bludgeoning damage. \pagebreakNum ### Force #### Seeking Orb *2nd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it will detonate dealing 6d4 force damage and an additional 1d4 damage for each round since you cast the spell to the target. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage. #### Force Blast *evocation cantrip* ___ - **Classes:** Artficer, Sorcerer, Wizard - **Casting Time:** 1 Action - **Range:** 180 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You unleash a bolt of mystical power at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### Lightning > ##### Shocked > Shocked is a pseudo condition used in many Lightning spells that stuns a target until the *start* of their next turn. This effectively means they cannot take reactions, are incapacitated (interrupting some effects such as concentration), automatically fail Strength and Dexterity saves, and attacks against them have advantage. > > This is a very powerful condition, but far less powerful than stunning them until the end of the turn, which also makes them lose their action. > > Shocked will always be described inline (as "shocking the target, stunning them until the start of the next turn"). \columnbreak #### Electrify *1st-level evocation* ___ - **Classes:** Ranger, Sorcerer, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d10 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn. The spell ends after dealing damage, or at the start of your next turn, whichever occurs first. For the duration of the spell, you can cast the spell *shocking grasp*. #### Crackle *2nd-level evocation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd. #### Voltaic Surge *2nd-level evocation* ___ - **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S, M (a piece of copper) - **Duration:** Instantaneous. ___ You unleash a burst of electrical energy around yourself, causing lightning to leap from you and arc toward each creature of your choice within range. Each target must make a Dexterity saving throw, taling 2d6 lightning damage on a failed save, or half as much damage on a successful one. In addition, residual electricity continues crackling around you. The next time a creature hits you with a melee attack before the end of your next turn, that creature takes 1d6 lightning damage, can’t make any more attacks for the rest of the turn, and can’t take reactions until the start of its next turn. The residual electricity fades. **At Higher Levels**: When you cast this spell using a spellslot of 3rd-level or higher, the damage (both initial and later) increases by 1d6 for every slot level above 2nd. \pagebreakNum #### Electrocute *3rd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous. ___ A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. **At Higher Levels**: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. #### Sky Burst *5th-level evocation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous. ___ Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of the chosen points must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once. **At Higher Levels**: When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th. ### Thunder Spells #### Thundercrash Voice *3rd-level evocation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self(15-foot cone) - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ You gather sonic energy and can expel it in shockwaves for the duration. Until the spell ends, you can use an action to emit a shockwave in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d8 thunder damage and being knocked 10 feet away from you on a failed save, or half as much damage and not being knocked away on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \columnbreak #### Sonic Shriek *5th-level evocation* ___ - **Classes:** Bard, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self(120-ft cone) - **Components:** V, S - **Duration:** Instantaneous. ___ You emit a sonic blast covering a huge area. Each creature in a 120 foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 damage and is deafened if they are within 60 feet of you, or 3d8 damage if they are further than 60 feet from you. On a successful save, a creature takes half as much damage. The spell emits a ringing shriek audible out to 300 feet in the direction cast. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ### Ranged Oriented Options #### Multishot *1st-level evocation* ___ - **Classes:** Rangers - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp). - **Duration:** 1 round ___ You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it until the end of your next turn. The first time you attack with that weapon before the end of your next turn, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes 2d8 force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks. Once an attack has been made with the piece of ammunition or weapon, the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st. \pagebreakNum #### Lightning Shot *3rd-level transmutation* ___ - **Classes:** Rangers - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp). - **Duration:** 1 round ___ You touch a piece of ammunition or weapon with the thrown property, imbuing it with crackling lightning energy for the duration. The first time you attack with the empowered item, it transforms into a bolt of lightning, and when fired blasts out from you in a line 100 feet long and 5 feet wide. Make the weapon's attack roll against each creature in that line, dealing 4d8 damage on hit, and half as much on a miss. This damage roll does not add any modifiers or bonus associated to weapon attacks. The lightning ignites flammable objects in the area that aren't being worn or carried. Once an attack has been made with the piece of ammunition or weapon, the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd, up to a maximum of 6d8 at 5th level. #### Gale Shot *4th-level transmuation* ___ - **Classes:** Rangers - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp). - **Duration:** 1 round ______ You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional 4d8 damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes 2d8 bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back. Once an attack has been made with the piece of ammunition or weapon, the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 5th level, the shot deals an additional 1d8 damage and the target is knocked backwards an additional 10 feet. \columnbreak #### Vorpal Arrow *5th-level transmutation* ______ - **Classes:** Rangers - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp). - **Duration:** 1 round ______ You touch a piece of ammunition or weapon with the thrown property, imbuing it with the ultimate edge. The first time you attack with the empowered item, it adds +3 to attack and damage rolls, and pierces all resistances and immunities to the weapons damage type. On a hit, the creature takes 6d8 additional damage. If this damage reduces the target to zero hit points, it is killed by a mortal wound. Once an attack has been made with the piece of ammunition or weapon, the spell ends. ### Melee Oriented Options #### Iron Wind Strike *2nd-level conjuration* ___ - **Classes:** Rangers - **Casting Time:** 1 action - **Range:** Self(15-foot radius) - **Components:** V, S, M (a melee weapon you are proficient with worth at least 1 sp). - **Duration:** Instantaneous ___ You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon's damage type. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. **At Higher Levels:** When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd. #### Whirling Conflagration *3rd-level transmutation* ___ - **Classes:** Rangers - **Casting Time:** 1 action - **Range:** Self(15-foot radius) - **Components:** V, M (a melee weapon you are proficient with worth at least 1 sp). - **Duration:** Instantaneous ___ You flourish a weapon weapon you are proficient with used in the casting and then whirl around, ignited it in whirling conflagration. Make a melee weapon attack against each target within 15 feet. Each target takes 6d6 fire damage on hit, or half as much on a miss **At Higher Levels:** When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 damage to each target on hit for each slot level above 3rd. \pagebreakNum #### Dimension Cutter *4th-level conjuration* ___ - **Classes:** Ranger - **Casting Time:** 1 action - **Range:** Self(15-foot cone) - **Components:** V, M (a melee weapon you are proficient with worth at least 1 sp). - **Duration:** Instantaneous ___ You flourish a weapon weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone take 6d6 force damage. ### Others #### Brightlance ___ *Evocation cantrip*
**Classes:** Cleric
**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Instantaneous
___ You hurl, slash or stab crackling radiant energy at a creature or object within range. This energy takes on the shape of a weapon of your choice. If the target is within 5 feet of you, make a melee spell attack against it, otherwise make a ranged spell attack against it. This attack roll is made with disadvantage if the target is further than 60 feet from you. On a hit, the target takes 1d4 radiant damage and 1d4 lightning damage. The radiant and lightning damage dealt by this spell each increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Hush *1st-level illusion* ___ - **Classes:** Bard, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a strip of wet leather, braided cloth, or spool of thread) - **Duration:** 1 minute ___ One creature you can see within range loses the ability to speak, vocalize, or communicate audibly for the duration. While under the effect of this spell, a illusory impediment appears on or over the creature's mouth, if it has one, such as a cloth gag, a metal plate, chains, or stitches. As an action, the target can make a Charisma check opposed by your spell save DC. On a success, the spell ends on the target. \columnbreak #### Dispersal ___ *1st-level transmutation*
**Classes:** Druid, Ranger, Warlock
**Casting Time:** 1 reaction, which you take in response to being targeted by an attack by a creature within 60 feet of you that you can see
**Range:** self
**Components:** V, S
**Duration:** Instantaneous
___ You attempt to avoid an attack by transforming into a mass of small or tiny creatures, such as crows or snakes, for a few moments. After you cast this spell, the triggering attack has disadvantage. If the attack misses, you may teleport to an unoccupied space that you can see within 15 feet of you, where you reform from the mass of creatures. #### Last Rites *1st-level necromancy (ritual)* ___ - **Classes:** Cleric - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (powdered lead worth 10 gp or more, which the spell consumes) - **Duration:** Instantaneous ___ You perform a special rite to protect the sanctity of a deceased creature and usher its spirit into the next world. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. ***Cleanse Corpse.*** You touch a diseased or poisoned corpse and that corpse can no longer transmit disease or poison. ***Peaceful Passing.*** You touch a willing creature who then dies painlessly and immediately. It cannot be returned to life unless it wishes to by any means short of a wish spell. ***Marked Grave.*** You touch a corpse of unknown identity and learn the name of the creature, if it had one. ***Sanctify Body.*** You touch a corpse during a funeral ceremony and it cannot become undead by means short of a wish spell for the next 7 days. \pagebreakNum #### Death's Breath *2nd-level necromancy* ___ - **Classes:** Cleric, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet (10-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ Flood a 10-foot radius sphere with negative energy. Creatures in the area must succeed on a Constitution saving throw or take 5d6 necrotic damage. A corpse in the area of this spell when it is cast becomes invested with a malevolent spark of unlife and lashes out at a creature within 5 feet of it. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your blindsight, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see. #### Windsense *2nd-level transmutation* ___ - **Classes:** Druids, Rangers - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 round ___ You cast your sense into the wind. Until the start of your next turn, you gain a blindsight of 60 feet, and you gain advantage on Wisdom (Perception) checks. Your passive Perception gains +5, revealing any creature to you that is revealed by your elevated passive Perception. For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your blindsight, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see. ## Dunamancy The esoteric powers developed and harnessed through the use of dunamis are still very much a rare and carefully guarded feature of the Krynn Dynasty in Vouri. However, such arcana is hard to keep hidden, especially in times of war. Spies and defectors have long smuggled out the secrets of this obscure magical practice, and even now it slowly disseminates beyond Xhorhas. Dunamancy spells are readily available to the Chonurgy and Graviturgy subclasses and should not be simply added to the full spell lists of other spellcasting classes. However, the Dungeon Master can consider allowing other spellcasting classes opportunities to learn a handful of dunamancy-themed spells as rewards. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some downtime with a friendly cleric character and opens their mind to some of the stranger secrets of the universe, unlocking a spell or two. There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party. | Level | Spells | |:-----:|:------:| | Cantrip | *sapping sting^D^* | 1st | *gift of alacrity^DC^*, *magnify gravity^DG^* | 2nd | *fortune's favor^D^*, *immovable object^DG^*, *fling^HDG^* | 3rd | *pulse wave^D^* | 4th | *gravity sinkhole^DG^* | 5th | *temporal shunt^DC^* | 6th | *gravity fissure^DG^* | 7th | *tether essence^D^* | 8th | *reality break^DC^*, *dark star^DG^* | 9th | *ravenous void^DG^*, *time ravage^DC^* D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC - Chronurgy Dunamancy Spell H - Homebrew Spell #### Fling *2nd-level transmutation* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action. - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction. If you fling them straight up they immediately fall, taking 4d6 damage falling damage, and fall prone. If you fling them any other direction, they take 2d6 damage and fall prone. If their movement would be stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage. \pagebreakNum #### Time's Arrow *3rd-level abjuration* ___ - **Casting Time:** 1 reaction, which you take when you see a creature hit or miss with a ranged weapon or spell attack - **Range:** 120 feet - **Components:** S - **Duration:** Instantaneous - **Classes:** Ranger, Sorcerer, Wizard ___ You freeze a projectile that you can see within range mid-flight in attempt to alter its trajectory. If the projectile would otherwise hit, it instead becomes suspended in midair 5 feet from its original target. If it would otherwise miss, the DM determines the location of the now frozen projectile. Within the same reaction, you can reposition the frozen projectile to hit a target of your choice, provided they are within the weapon or spell’s range from the projectile’s new location. Alternatively, you can cause the projectile to drop to the ground harmlessly, fizzling, if it’s a spell or magical weapon.