Spells - Fragmancer

by Rutherfordio

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Fragmancer Spells

Unlock

transmutation cantrip


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

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 action
  • Range: Special
  • Components: M (an elemental gauntlet)
  • Duration: Instantaneous

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: Instantaneous

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

As you level, the amount of information given by the gauntlet increases. At level 6 you can make an Intelligence (Nature or Science) check to get more information from the gauntlet. Your DM determines the information based on the results. At level 12 you make the roll on advantage.

Critical Vision

2nd-level divination


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

A creature of choice is analyzed by the gauntlet. The gauntlet gives valueable information about the creature to the player through lexi-aurum. Choose one meta information about that creature like its AC, current hit points or speed, the DM gives it to you. You also gain knowledge of the list of languages that you share with the creature.

The DM's answer for the meta information is based solely on what can be found in the creature's stat block.

Neutralization

4th-level abjuration


  • Casting Time: 1 reaction, on spell being cast
  • Range: 12m (40ft)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous

You raise your hand and tries to neutralize the damage of a spell that was cast 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 attack. If the spell deals lightning damage, you may instead reduce all its damage and transform the lightning to salt. If the spell deals force damage, you may instead reduce all its damage and transform the force into sparks and create a small heat wave.

Propulsive Flame

1st-level evocation


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

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.

Water Lash

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (an elemental gauntlet)
  • Duration: Special

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 creature's hand;
  • Make the 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.

The lash has AC12; 10 (4d4) hit points; resistance to fire damage.

Earth Shield

conjuration cantrip


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

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 earth shield can withstand a total of 10 (4d4) hit points, and it gets destroyed after that.

The shield’s hit points increases by 5 (2d4) and its AC bonus increases by 1 when you reach 5th level (15 (6d4); +3 AC), 11th level (20 (8d4); +4 AC), and 17th level (25 (10d4); +5 AC).

Fists of Garron

1st-level transmutation


  • Casting Time: 1 action
  • Range: 1,5m (5ft.)
  • Components: M (an elemental gauntlet)
  • Duration: Instantaneous

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 1d12 bludgeoning damage and is pushed 4,5m (15ft.) away from you. If the creature isn't pushed 4,5m (15ft.), the target takes 1d12 damage for each 1,5m (5ft.) missing.

Magnum Stairs

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 9m (30ft.)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous

You raise a set of giant blocks of earth and stone from the ground or walls to create stairs. You can raise up to 10 of them (or a total of 3m/10ft). You choose the shape of the blocks and the stairs, but any one block can't be raised from another. Each block can't be wider than 25cm/10in in any dimension except height, that can reach up to 3m/10ft. All blocks are created at the same time.

When creating the blocks you can push creatures up or to the sides. In those cases they must make a Dexterity saving throw to avoid losing balance or a Strength saving throw to resist being pushed. In both cases they fall prone when failing.

A block has AC 15 and 25 (2d12+12) hit points for every 1.5m/5ft of height. A block collapses if it loses at least half its hit points.

Eerie Reacher

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (an elemental gauntlet)
  • Duration: Special

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 lash to make a strength or dexterity melee attack that deals 1d12 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 targets, allowing you to hit up to two targets that are no more than 1,5 (5ft) apart.

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

The lance has AC12; 1 hit point; immunity to physical damage.

Hetrozzis

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an elemental gauntlet), proficiency with Arcana
  • Duration: Instantaneous

Make a melee spell attack against a creature within range. On a hit they take force damage equals to three times your caster level. On a miss they take half that much.

Mystic Analyzer

2nd-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous

You touch a creature or object with the gauntlet. The gauntlet detects all spells used on that creature or object within the last day. The gauntlet can only detect the spells that directly targeted the creature or objetct. If the creature or object was instead created by a spell, you can detect that as well, as long as the spell was cast within the last day. All those informations are passed on to you by the gauntlet through lexi-aurum.

Black Blaze

1st-level enchantment


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

Make a melee spell attack against a creature within range. The attacked creature starts burning with a black fire. 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.

Klifgatis

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (an elemental gauntlet), proficiency with Arcana
  • Duration: 1 hour

You gain temporary hit points equals to two times your caster level, they last for the duration.

Cabalistic Vest

3rd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an elemental gauntlet, a light armor), proficiency in Smith's tools
  • Duration: 1 hour

You touch the 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 modifier when worn. You can halt this effect with an action before it ends.

Electric Arc

3rd-level evocation


  • Casting Time: 1 action
  • Range: 18m (60ft.)
  • Components: S, M (an elemental gauntlet)
  • Duration: Instantaneous

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.

Wild Bolt Storm

5th-level evocation


  • Casting Time: 1 action
  • Range: 24m (80ft)
  • Components: S, M (an elemental gauntlet)
  • Duration: Concentration, 1 minute

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 1d6 and choose that many targets to take damage again. If you roll a 1 in these rolls, then the spell ends.

A discharge deals 1d12+1d10+1d8+1d6+1d4 of lightning damage and makes the target blinded until the end of their next turn. After that, roll a 1d100. If you roll 90 or more, the discharge explodes and deals an additional 1d100 of fire damage in a 3m/10ft-radius circle centered at the target. The explosion ignites flammable objects in the area that aren’t being worn or carried.

Echoing Noise

3rd-level evocation


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

You create a noise that may travel as far as the range's distance. You choose if you want the noise to travel:

  • In a straight line from you, being audible only to creatures in its path;
  • In a spheric wave fashion, being audible by every creature in a sphere with radius of range's size, centered on you;
  • Anything in between.

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.

Armory Confection

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 1,5m (5ft.)
  • Components: S, M (an elemental gauntlet), proficiency in Smith's tools
  • Duration: Instantaneous

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. 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

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

All 3 armors grant disadvantage at Stealth checks.

After casting this invocation, restart the Metal programming to Lead.

Metallic Barricade

4th-level conjuration


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

You create a wall made of lead within range, that raises from the ground where you touch. The wall is 3m (10ft.) high, 3m (10ft.) wide and 10cm (4in) thick.

The wall AC 14 and 30 (6d8+3) hit points.

Ebony Wagon

3rd-level transmutation


  • Casting Time: Special
  • Range: 18m (60ft.)
  • Components: S, M (an elemental gauntlet, logs of wood which the spell consumes), proficiency with Carpenter's Tools
  • Duration: Instantaneous

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). You spend a log of wood for every 2 hours of casting. The vehicle is made entirely of wood.

Upon finishing every hour of casting, you create a part of the vehicle. You can stop the casting and resume it later, as long as you don't take more than 1 hour 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 DM, a wisdom check could see if all casters involved can coordinate the process and and not create the same parts 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.

Adhesive Goo Cover

3rd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 18m (60ft.)
  • Components: S, M (an elemental gauntlet)
  • Duration: 1 hour

You spray slime in a wall or ceiling. The area covered by the slime can't be longer than 15m/50ft 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 6m/20ft. 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. Also a creature climbing a ceiling requires a Strength check whenever they cover a distance equal to their current climbing speed. 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.

Modified Spells

Silence

2nd-level illusion (ritual)


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

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.

 

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