Tunneling
cantrip conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Wizard
You choose a wall or other solid barrier and try to pass through it. You make a Dexterity Saving Throw with DC (18 - Your Proficiency Bonus) and, on a success, you get to the other side. On a failure, you take 1d6 force damage and get stuck inside the wall, Restrained, until the beginning of your next turn.
Photoelectric Effect
1st level transmutation
- Casting Time: 1 reaction
- Range: 30 feet
- Components: V, S, M (Any melee weapon made out of metal)
- Duration: 1 minute
- Classes: Artificer, Druid, Wizard
You can use light to create electricity in a metallic weapon. Whenever you take any radiant or fire damage, you can use this spell as a reaction, making a weapon you are holding to absorb part of it. You take only half of the damage and, in the next attack with this weapon that hits, you deal an extra lightning damage of that same amount.
Quanta
2nd level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute, Concentration
- Classes: Artificer, Druid, Wizard
You roll 1d12, and this number is your "quanta". Until the spell ends, whenever you take any damage you only take an amount equal to the smaller multiple of your quanta (for example, if the damage is 28 and your quanta is 10, you only take 20 damage). Additionally, you can make a ranged attack as a reaction that deals an amount of radiant damage equal to the difference between the actual damage and the damage you take (in the example, the damage of your attack would be 8).
Superposition
3rd level conjuration
- Casting Time: 1 reaction
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Druid, Wizard
In the exact moment you reach 0 HP, you can cast this spell as a reaction, making a copy of yourself appear in an unoccupied space with full HP and carrying a copy of everything you were carrying. While you are making your death saving throws, this copy of yours still can make actions normally as if it was you. Any damage this other version suffers is taken from its HP.
If you fail your death saving throws, you die and the other version of yourself disappears. If your original version is stabilized or healed, your original self disappears and you are now the second version as it was in the time your original body was stabilized. If the second version reaches 0 HP before the original version is either stabilized or dead, it just disappears and the spell ends.
Wave Form
4th level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Druid, Wizard
Choose 1d10 unoccupied spaces. You and everything you were holding disappear and ethereal forms resembling your silhoutte appear in those spaces. You don't have a single position in space anymore and you are actually in all those spaced at the same time.
On your turn, you can make any action or bonus action that doesn't require holding an object from any of those ethereal figures as if they were you. You can move any of them, as long as the total movement of all of them is equal to your own speed. All those ethereal forms can move through solid objects as ghosts, but you take 1d12 force damage if you begin your turn in an occupied space. While you are in this form, you can't be Grappled, Incapacitated, Paralyzed, Petrified, Prone or Restrained.
When others try to attack you they have to choose one of the ethereal shapes to attack and, after hitting but before they roll the damage, they must roll 1d100. If the number is bigger than 10*(the number of remaining figures), you appear in this position, all the other figures disappear and you take the damage, ending the spell. If the number is smaller, only the figure that was attack disappears and you take no damage.
Entanglement
5th level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 7 days
- Classes: Artificer, Druid, Wizard
You choose 2 creatures you can see and make them entangled. While they are entangled every time one of them takes any damage, falls under a condition or is affected by any spell or other magical effect, the other creature suffers it too.
This effect only ends if the caster wants it, the spell duration ends, one of the creature dies or one of the creatures is healed by a magical healing like Greater Restoration or greater.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can entangle one additional creature for each spell slot level above the 5th. For example, on a 6th level, if one creature suffered a damage, the other too would two.
Uncertainty Principle
6th level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute, Concentration
- Classes: Druid, Wizard
You choose 1d6 creatures you can see within range and each one will either now your Momemtum or your Position.
If they now your Momentum: You are invisible to them while not moving and they cannot attack you on their turns, only make opportunity attacks or other reactions triggered by you moving.
If they know your Position: They cannot make opportunity attacks against you or any reactions triggered by you moving. You also have advantage on any melee attacks against them.
At Higher Levels: You can affect 1d8 creatures by using a 7th level spell slot, 1d10 with a 8th level spell slot and 1d12 with a 9th level spell slot.
Antimatter
7th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Druid, Wizard
You summon a creature from a challenge rating of 7 or lower in an unoccupied space and an anti-creature in another unoccupied space at least 15 feet apart. The anti-creature has the same stats as the creature, with the following changes:
- The anti-creature has the opposite alignement of the creature;
- If the creature was a Celestial the anti-creature is a Fiend and vice versa;
- If the creature had any ability, resistance or immunity with fire damage the anti-creature has it for ice damage and vice versa;
- If the creature had any ability, resistance or immunity with radiant damage the anti-creature has it for necrotic damage and vice versa;
Roll initiative for both creatures, which have their own turns. When you summon them and on each of your turns thereafter, you can issue a verbal command to each of them (requiring no action on your part), telling them what they must do on their next turns. If you issue no command, they spend their turn following what their alignments would tell them to.
At the end of each of each creature's turns, they make a Charisma saving throw. On a failed save, they continue to obey you. On a successful save, your control of that creature ends for the rest of the duration, and the creature spends its turns following what their alignment would tell them to do. If you stop concentrating on the spell before it reaches its full duration, both creatures stop obeying you. If the spell reaches its full duration, both creatures disappear.
If the creature or the anti-creature at any moment are in a distance of 5 feet from each other, they will both annihilate themselves making both creatures disappear and an explosion of energy form where they were. Each creature in a 15-foot-radius sphere centered in the point where the original creature were must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failed save and half as much on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the challenge rating of the creatures increase 1 for each slot level above the 7th.
Schrödinger's Box
8th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Wizard
You choose a creature with size Large or smaller you can see within range and a strange box appears around it, making the creature and everything it was carrying to be trapped inside it. While the creature is inside the box, it cannot interact with the outside world: it can't take any actions, it doesn't see or hear what is happening outside and it isn't affected by any effect from the outside. When the spell duration ends or you stop concentrating on the spell, the box is removed.
When the box is removed roll 1d2. If the result is a 1, the creature that was inside the box is dead. If the result is a 2, the creature appears exactly as it was before the spell.
Nuclear Blast
9th level evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Wizard
You choose a point to concentrate magical energy and break a single atom, releasing a nuclear explosion. This nuclear explosion starts with a sphere of flames, followed by a larger shockwave and an even larger sphere of poisoning radiation.
Each creature in a 9-foot-radius sphere centered on that point must make a Dexterity saving throw taking 25d6 fire damage on a fail, or half as much on a successful one. Each creature in a 15-foot-raidus sphere centered on that same point must make another Dexterity saving throw taking 20d6 force damage on a fail, or half as much on a successful one. And each creature in a 50-foot-raidus sphere centered on that same point must make a Constitution saving throw taking 15d6 poison damage on a fail, or half as much on a successful one. If a creature is in more than one sphere, it must take all the saving throws. The blast damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Additionally, for 1d12 days after the explosion, the area of the 50-foot-radius sphere is contaminated by radiation. Every creature that starts its turn on that area must make a Constitution saving throw and take 5d6 poison damage.
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