Spells

by Rutherfordio

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Contents

Miscellaneous Spells

Ethereal Shopkeep

5th-level conjuration


  • Casting Time: 1 action
  • Range: 20ft (6m)
  • Components: V, S, M (5 pp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You call upon the legendary Interplanar Merchant, known as Qing Zhu, for a trade. You hold the coins in hand during the casting of the spells and pay them to him, as a service fee, upon his arrival. The merchant stays at the Border Ethereal Plane, and he will only communicate with those that can see him. He has the ability to transfer items from one plane to another, so there's no need to enter the Ethereal Plane itself.

Casting this spell doesn't grant you the ability to see into the Ethereal Plane.

The Merchant is a 12th-level Wizard a 10th-level Artificer and is ready for those that try to steal from him. He is also very just and doesn't trick his customers, always answering truthfully any questions about the items he sells.

Silence

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 120ft (36m)
  • Components: V, S
  • Duration: concentration, up to 10 minutes
  • Classes: Artificer, Bard, Cleric, Fragmancer, Ranger

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can ignore the concentration property, but you can still dismiss the spell early with an action.

Darkness

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60ft (18m)
  • Components: V, M (bat fur and a drop of pitch or piece of coal)
  • Duration: 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

Magical darkness spreads from a point you choose within range to fill a 15-feet-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sphere's radius increases by an additional 10 feet.

Empowering Chant

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a string)
  • Duration: 1 minute
  • Classes: Bard

You sing an empowering song, that affects all allies up to 10ft (3m) from you that can hear you. Whenever you hit a hostile creature with a weapon attack, each affected ally restores 1d6 hit points and adds +1 to their AC until your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of hit points restored increases by 1d6 for each slot level above 2nd.

Crashing Star

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: 40ft (12m)
  • Components: V, S, M (a red pen)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

You change the course of a meteor or any large object in space and tries to pull it towards the ground. It falls at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw at advantage if it can see the meteor. A creature takes 6d6 fire damage and 6d6 bludgeoning damage on a failed save.

A nonmagical object or structure also takes the damage if it’s in the spell's area and becomes ignited.

If the casting is interrupted, the GM chooses if nothing happens or if you just lose control of the object and it falls at another random location.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the fire and bludgeoning damage increase by 1d6 each for each slot level above 3rd.

Myoshidius Spells

Infuse Training

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A book worth at least 25 gp)
  • Duration: 10 minutes
  • Classes: Myoshidius

A creature that you touch becomes infused with all the knowledge contained in a book. If the creature has at least 13 Intelligence, it gains proficiency and expertise in a skill of your choice for the duration.

Discipline

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30ft (9m)
  • Components: V, S
  • Duration: concentration, up to 1 hours
  • Classes: Myoshidius

A creature of your choice is filled with the discipline and focus of a Myoshidius. If they get a 19 or 20 on any roll of any skill or tool for the duration, it counts as an automatic success.

Additionally, choose one skill or tool proficiency, when making ability checks with the chosen skill or tool for the duration, the creature can reroll any die that results in a 7 or less.

King-of-All-Trades

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a set of books worth at least 300gp, which the spell consumes)
  • Duration: 8 hours
  • Classes: Myoshidius

You touch a willing creature, with a Intelligence score of 6 or more, and they become proficient at every skill, tool, vehicle, instrument, weapon and armor, and fluent at every language for the duration. Also for the duration, whenever they roll a d20, for any kind of roll, they can always add their proficiency bonus if they haven't done that already.

The creature might have the knowledge, but that doesn't mean they can perform any action. Other aspects may hinder them (for example lack of opposable thumbs).

Fragmancer Spells

Unbound Invocations

Unlock

transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Fragmancer

You touch the gauntlet to a lock and by emitting sounds and vibrations the gauntlet unlocks it. You can unlock any lock that isn't sealed by magic.

You know what would be a good plot device? It doesn't do wood.

Compass and Clock

divination cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Fragmancer, Sorcerer, Warlock, Wizard

You may request one of the following informations from your gauntlet, that will be conveyed through lexi-aurum:

  • Which hour of the day it is;
  • Which way is north.

Substance Identification

divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an elemental gauntlet)
  • Duration: 1 minute
  • Classes: Artificer, Fragmancer

You touch a substance with your gauntlet and the gauntlet identifies it. The gauntlet informs which substance it is through lexi-aurum.

Until the spell ends, you have advantage on Intelligence checks made to know more about the substance.

Critical Vision

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: Sight
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Fragmancer, Wizard

A creature of your choice within range is analyzed by the gauntlet. The creature makes a Charisma saving throw. On a failure, you choose two pieces of meta information about that creature like its AC, hit points or speed, and the GM gives it to you. On a success you choose only one.

If the creature speaks at least one language and you speak at least nine, the creature makes the save at disadvantage.

Neutralization

4th-level abjuration


  • Casting Time: 1 reaction, which you can take when you see a creature within 40ft (12m) of you dealing damage with a spell
  • Range: 40ft (12m)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Fragmancer, Paladin, Sorcerer, Wizard

You raise your hand and tries to neutralize the damage of a spell within range. You may apply the damage reduction to any number of the targets of the spell. Each target you chose takes 6d6 less damage from the spell this turn.

If the spell deals lightning damage, you may instead reduce all lightning damage and transform the lightning to salt this turn. If the spell deals force damage, you may instead reduce all force damage and transform the force into sparks and create a small heat wave this turn.

Fire Invocations

Propulsive Flame

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 5ft (1,5m)
  • Components: S, M (an elemental gauntlet), proficiency in Alchemist's supplies
  • Duration: Instantaneous
  • Classes: Fragmancer, Paladin, Ranger, Sorcerer, Warlock

You create an explosion with the gauntlet, that deals damage and launches you in the opposite direction.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d8 fire damage and is launched 3m (10ft) away from you. Using the explosion as propulsion, you are launched 3m (10ft) away from the target, and if you make an attack roll using Strength in the same turn, you make it at advantage and it deals an additional 1d8 damage (from the same damage type of the attack).

Water Invocations

Water Lash

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (an elemental gauntlet)
  • Duration: Special
  • Classes: Bard, Cleric, Druid, Fragmancer, Sorcerer, Wizard

A lash of water forms from your gauntlet. It becomes just water when detached from the gauntlet.

As an action, you can use the lash to make a strength or dexterity melee attack that deals 2d8 of bludgeoning damage. If you hit, additionally choose one of the following effects:

  • Knock a weapon out of the target creature's hand;
  • Make the target creature prone if it fails a Strength saving throw.

The lash stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.

Earth Invocations

Earth Shield

conjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: M (an elemental gauntlet)
  • Duration: Special
  • Classes: Druid, Fragmancer

You create a small shield on your gauntlet that is made of earth and grants you +2 AC.

The shield stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.

The shield’s AC bonus increases by 1 when you reach 5th level (+3 AC), 11th level (+4 AC), and 17th level (+5 AC).

Fists of Garron

1st-level transmutation


  • Casting Time: 1 action
  • Range: 5ft (1,5m)
  • Components: M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Druid, Fragmancer, Sorcerer, Wizard

Your gauntlet packs up soil, forming a big fist of earth around your gauntlet that dismantles after you punch with it. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d10 bludgeoning damage and if it's not restrained, push it 4,5m (15ft.) away from you. If the target wasn't pushed 4,5m (15ft.), it takes 1d10 damage for each 1,5m (5ft.) missing.

Magnum Stairs

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30ft (9m)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Fragmancer, Ranger, Sorcerer, Warlock, Wizard

You cause up to six blocks to burst from places on the ground or walls that you can see within range.

The blocks are all rectangular prisms in shape, and you choose the height of each block separately, which can reach up to 10ft (3m). Each block has a length and width of 15in (38cm). Each block has AC 5 and 15 hit points. When reduced to 0 hit points, a block crumbles into rubble, which creates an area of difficult terrain with a 5-foot radius. The rubble lasts until cleared.

All blocks have to originate from a place made of earth, mud, grass, stone, brick or sand. All blocks are created at the same time.

Any other aspects of the block that aren't specified, you can decide, such as how much of it is made of stone or earth, or if it has grass, up to your GM's discretion.

If a block is prevented from reaching its full height, it stops, unless it's a large or smaller creature, in which case the creature must succeed a Dexterity or Strength saving throw to dodge the block or to stop it. In both cases they fall prone when failing in addition to being pushed until the block reaches its full height (if possible). The blocks can't deal damage or restrain creatures by pinching them against walls or obstacles.

Veles Invocations

Eerie Reacher

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (an elemental gauntlet)
  • Duration: Special
  • Classes: Artificer, Cleric, Fragmancer, Paladin, Ranger, Warlock

You create a translucent bright pink lance that stays attached to your gauntlet. The lance is made of Phasing Crystal. As an action, you can use the lance to make a strength or dexterity melee attack that deals 2d10 of force damage. The lance has the property Reach, so you can use it to attack a creature up to 3m (10ft.) away. The lance also phases through solid materials, allowing you to strike up to two targets that are no more than 1,5 (5ft) apart with a single attack. Your attacks with the lance also ignore any type of cover.

The lance stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.

Klifgatis

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: M (an elemental gauntlet), proficiency with Arcana
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Fragmancer, Warlock

Until the spell ends, you gain 1d6+6 temporary hit points at the start of each of your turns if you have dealt any amount of force damage on the previous turn. When the spell ends, you lose any remaining temporary hit points from this spell.

Mystic Analyzer

2nd-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Artificer, Fragmancer, Sorcerer, Wizard

You touch a creature or object with the gauntlet throughout the casting of the spell. The gauntlet returns a history of the last 5 spells that targeted the creature or object, ordered by most recent use. If the creature or object was created by a spell, that spell can also appear on the history. Finally, the investigating properties of the gauntlet also give you a rough estimate of when those spells were cast and the class of the caster of each of those spells.

All those informations are passed on to you by the gauntlet through lexi-aurum.

Nug Invocations

Black Blaze

1st-level enchantment


  • Casting Time: 1 action
  • Range: 5ft (1,5m)
  • Components: S, M (an elemental gauntlet)
  • Duration: 1 hour
  • Classes: Fragmancer, Sorcerer, Warlock, Wizard

The fire doesn't burn or deal damage, neither consumes anything, but it makes the target vulnerable to one type of damage of your choice except bludgeoning, slashing and piercing.

Hetrozzis

2nd-level evocation


  • Casting Time: 1 action
  • Range: 5ft (1,5m)
  • Components: M (an elemental gauntlet), proficiency with Arcana
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Fragmancer, Warlock

Until the spell ends, you can make a melee spell attack as a bonus action on each of your turns if you have dealt any amount of force damage on the previous turn. The attack deals 1d6+6 force damage on a hit.

Arcana Invocations

Cabalistic Vest

3rd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an elemental gauntlet), proficiency in Smith's tools
  • Duration: 1 hour
  • Classes: Artificer, Bard, Fragmancer, Sorcerer, Warlock, Wizard

You touch a light armor and it becomes revested by a thin layer of Arcana. A character that can cast at least one spell is proficient with this armor. The armor grants an AC of 14 + the wearer's spellcasting ability modifier when worn. You can halt this effect at any time with an action before the duration ends.

If the wearer has more than one spellcasting ability, they can decide which one they want to use the first time they wear the armor.

Lightning Invocations

Electric Arc

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60ft (18m)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Fragmancer, Ranger, Sorcerer, Wizard

You create a lightning arc that goes unpredictably in a direction. All creatures in a line within range have the same chance of being hit (roll a die with each number representing a target). If all possible targets are more than 9m (30ft.) away, there's also a possibility of not hitting anything (also choose a number to represent missing).

Any creature or object in the line that has a great amount of metal, like a creature wearing a metal armor or a big metal pole, attracts the lightning, having 100% chance of getting hit. If more than one target can attract the lightning, it hits all of them, linking them with an arc of electricity and dealing damage to all of them.

The lightning deals 4d10 of lightning damage.

Rampant Fulmen Storm

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft (18m)
  • Components: S, M (an elemental gauntlet)
  • Duration: Concentration, 1 minute
  • Classes: Druid, Fragmancer, Sorcerer, Wizard

You summon a group of storm clouds in the sky that hits targets within range. Roll 1d8, you can choose that many creatures to be hit by lightning discharges. For the duration of the spell, you can use your bonus action to roll a 1d4 and choose that many targets to take discharges again.

At the end of the turn, the spell ends if less than 2 creatures were hit by discharges during that turn.

A discharge deals 1d12+1d10+1d8+1d6+1d4 of lightning damage and makes the target blinded and deafened until the end of their next turn. After that, roll a 1d100. If you roll 85 or more, the discharge also makes the target Stunned until the end of their next turn.

Sound Invocations

Echoing Noise

3rd-level evocation


  • Casting Time: Special
  • Range: 5mi (8km)
  • Components: S, M (an elemental gauntlet), proficiency in Perception
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Fragmancer, Warlock

Choose as many points or targets within range as you want. You create a noise that travels from you to all those points or targets.

The sound may ricochet into walls and objects, at your will. The noise may be the sound of anything you want, like a lion's roar or a music. You may also choose to send spoken phrases. The time needed to cast this invocation is the total length of the sound produced. The noise can be as loud or as quiet as you want, but not loud enough to cause harm or destroy things.

At your will, the sound may be audible only to people directly in its path, or in a wider area. The sound may travel in straight lines; or as a spheric wave; or anything in between.

Metal Invocations

Armory Confection

3rd-level conjuration


  • Casting Time: 1 hour
  • Range: 5ft (1,5m)
  • Components: S, M (Lead ingots worth at least 5 gp, which the spell consumes and an elemental gauntlet with Metal programmed), proficiency in Smith's tools
  • Duration: Instantaneous
  • Classes: Fragmancer

You create part of an armor made of metal. The process takes time and you can only make a fraction of the armor at a time. When you complete all parts, you can join them to create the correspondent piece of armor. Choose one of the following options:

Armor Parts created AC (When complete)
Padded (light) 1 of 2   Its metal's AC - 5 (2d4) +   Dexterity modifier
Half Plate (medium) 1 of 3   Its metal's AC - 2 (1d4) +   Dexterity modifier (max 2)
Full Plate (heavy) 1 of 4 Its metal's AC

When subtracting 5 (2d4) or 2 (1d4) from the metal's AC, you can't get less than 11.

You can only join together parts of the same type of armor and that are made of the same metal.

All 3 armors grant disadvantage at Stealth checks.

After casting this spell, restart the Metal programming of the gauntlet to Lead.

Metallic Barricade

4th-level conjuration


  • Casting Time: 1 action
  • Range: 5ft (1,5m)
  • Components: S, M (an elemental gauntlet), proficiency with smith's tools
  • Duration: Instantaneous
  • Classes: Fragmancer

You create a wall made of lead within range. The wall is 3m (10ft.) high, 3m (10ft.) wide and 10cm (4in) thick. The wall can have up to 5 arrow slits, that provide three-quarters cover to anyone behind them. The wall can be a little curved horizontally or vertically, up to what your GM agree.

The wall's AC is 14 and it has 100 (8d20+16) hit points.

Wood Invocations

Ebony Wagon

3rd-level transmutation


  • Casting Time: Special
  • Range: 60ft (18m)
  • Components: S, M (an elemental gauntlet), proficiency with Carpenter's Tools
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Druid, Fragmancer, Sorcerer, Warlock, Wizard

You fabricate a vehicle which you are proficient in. You spend a total of hours that is the price of the vehicle divided by 100 (rounded up). The vehicle is made entirely of wood.

Upon finishing every hour of casting, you create a piece of the vehicle. You can stop the casting and resume it later, as long as you don't take more than 8 hours to resume. More than one person can cast this spell to build the same vehicle (each one builds different parts of the whole), dividing the whole time among the participants; Up to your GM, a wisdom check could see if all casters involved can coordinate the process and not create the same pieces more than once.

From the moment you start casting this invocation to the moment you stop, it all counts as a single cast. The gauntlet needs to recharge after that.

Slime Invocations

Adhesive Goo Cover

3rd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60ft (18m)
  • Components: S, M (an elemental gauntlet)
  • Duration: 1 hour
  • Classes: Artificer, Druid, Fragmancer, Ranger, Sorcerer, Wizard

You spray slime in a wall or ceiling. The area covered by the slime can't be longer than 50ft (15m) in any dimension. The slime is sticky and can hold objects of size Small or Tiny. If you spray an area that has already a creature in it, the creature can resist the stickness with a Strength saving throw. On a failure the creature becomes Restrained until your next turn.

A creature that uses the slime to climb a wall increases its own climbing speed by 20ft (6m) A creature that uses the slime to climb a ceiling can climb has a speed of half their normal walking speed or their climbing speed, what's faster. And whenever it covers a distance equal to that speed, it has to succeed a Strength check or it falls from the ceiling. The DC is 6 for tiny creatures and it increases by 6 for every size above Tiny. At the DM's discretion, some creatures might automatically fail this check.

Shadow Invocations

Wall of Shadow

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft (18m)
  • Components: S, M (an elemental gauntlet)
  • Duration: 10 minutes
  • Classes: Artificer, Druid, Fragmancer, Ranger, Sorcerer, Wizard

You create a pure black wall of shadow on a solid surface within range, that absorbs any light that passes through it. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. The wall turns dim light within 120 feet of it into darkness, and bright light in the same area to dim light.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 necrotic damage.

Until the spell ends, the wall absorbs spell damage. Whenever a creature in darkness or dim light casts a spell that deals acid, fire, cold, psychic, force or necrotic damage, you can use your reaction to make the wall absorb that damage, halving it. After that, reduce the area where the wall darkens the light by 20 feet. If this area drops to 0 feet, the spell ends.

Transcendental Spells

Chaotic Shaft

evocation cantrip


  • Casting Time: 1 action
  • Range: 30ft (9m)
  • Components: V, S, M (a prism)
  • Duration: Instantaneous
  • Classes: Transcendental

You shine an energy ray at a creature within range. Choose a target within range, the target makes a Constitution saving throw and on a failure takes 1d6 of a damage type of your choice from fire, cold, psychic, force, lightning, radiant or necrotic.

If the target lost any hit points since your last turn, the ray becomes chaotic and deals an additional 1d6 damage of a different type than the first (you choose the type from the same list).

Both instances of this spell’s damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cover Imperfection

abjuration cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a rod of copper worth exactly 2 gp)
  • Duration: 1 round
  • Classes: Transcendental, Artificer, Bard

You protect the vital parts of a creature with magic. Until the end of your next turn, critical hits made against the target count as normal hits.

Instant Arcana

divination cantrip


  • Casting Time: 1 reaction, which you can take when you see a creature casting a spell
  • Range: Sight
  • Components: V, S, M (a common magic item called Spellshard [ERftLW p. 279] worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Transcendental, Wizard

When a spell is cast within range, you know its name instantly if it's in the Spellshard you are using.

Detect Life

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Transcendental, Wizard

For the duration, you sense the presence of life within 100 feet of you. You can sense any creature that isn't a construct or undead. If you sense life in this way, you can only know how many creatures there are and their respective creature types and sizes.

Additionally, your GM determines if you are able to tell where the detected life presences are located. The bigger and closer the creature is, the easier it is to detect their location. Also it's easier to detect grouped creatures than isolated ones.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Elusiveness

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30ft (9m)
  • Components: V, S
  • Duration: Concentration, 1 minute
  • Classes: Cleric, Transcendental

A creature of your choice gains an arcane protection that makes them avoid spells. For the duration, the creature can't be the target of any spell. If it still happens to be targeted by a spell, the spell fails.

Anti-Magic Ward

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a broken arcane focus)
  • Duration: Concentration, up to 1 minute
  • Classes: Transcendental, Cleric

You create a ward that protects a creature from several different effects. For the duration, the target becomes proficient with every saving throw and has advantage when rolling for any saving throw.

If the target takes any damage from a spell, this spell ends immediately.

Elemental Calamity

4th-level evocation


  • Casting Time: 1 action
  • Range: 40ft (12m)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Transcendental, Wizard

You create a massive elemental tornado that is 6m (20ft) wide, within range. The tornado releases lightning and magic periodically and moves in the battlefield. If there are creatures in the tornado's area when you summon it, they all have to make a Dexterity saving throw. On a failed save, they take 4 effects of your choice from the list below (you may choose the same effect more than once) and only 1 if they succeed:

Fire. Deal 1d10 fire damage and lights the creature on fire. A creature on fire takes 5 (1d10) fire damage at the start of its turn, until someone takes an action to douse the fire.

Air. Deal 1d10 slashing damage and moves the creature 3m (10ft) in a direction of your choice.

Veles. Deal 1d10 of force damage and choose a willing creature to teleport. The creature has to start and end the teleport within 6m (20ft) of the tornado.

Lightning. Deal 1d6 of lightning damage. If a creature takes this effect twice they become Stunned until the start of their turn.

The chosen effects happen in any order you want. After that, the tornado stays up for the duration of the spell.

You may use a bonus action to move the tornado up to 9m (30ft). If it finishes its movement and there are any creatures in its area, they repeat the saving throw and you apply the same effects accordingly.

Any creature that willingly ends its turn in the same space as the tornado automatically fails the saving throw and takes 4 effects.

 

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