### Far Realm-Influenced Spells
The Far Realm has influenced the magic of the Everswamp, where adventurers discover new and strange spells.
#### Third Eye
*1st Level Transmutation*
___
* **Casting time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pickled eye in a jar)
* **Duration:** Concentration, up to 1 hour
You touch a willing creature and open a third eye on your choice of the hand, the back of the head, neck, or sternum. While the eye is unobscured, the creature may re-roll initiative, a Wisdom (Perception) or Wisdom (Insight) check, or a Dexterity saving throw, choosing either the original or new result, and the spell ends.
**Spell lists.** All.
#### Eye Stalk
*2nd Level Transmutation*
___
* **Casting time:** 1 bonus action
* **Range:** Touch
* **Components:** V, S, M (a pickled eye in a jar)
* **Duration:** Concentration, up to one minute
You touch one willing creature and cause it to sprout an eye stalk from its shoulder. Until the spell ends, the creature can use an action to fire a beam from the eye at a creature within a range of 30 ft. The creature attempts a Wisdom saving throw against your spell DC. On a failed save, the creature suffers a random condition and the eye stalk withers and disappears. The target creature can attempt another saving throw to end the condition at the end of each of their turns while the spell lasts, ending the spell on a success.
| d4 | Result |
|:-|:-|
| 1 | Charmed |
| 2 | Restrained |
| 3 | Frightened |
| 4 | Slowed: half speed, no reactions, either action or
bonus action | **Spell lists.** Warlock,
Wizard. \columnbreak #### Tentacular Horror *3rd Level Conjuration* ___ * **Casting time:** 1 action * **Range:** 30 ft. * **Components:** V, S, M (a squid or octopus tentacle) * **Duration:** Concentration, up to one minute You conjure a hovering tentacular horror from the far realm in an unoccupied space in range. The horror is an unstable magical creature that is immune to all conditions. Creatures, including you, starting their turn, or moving within 5 feet of the horror must succeed on a Wisdom saving throw against your spell DC or become Frightened of the horror, whether or not they can see it. A creature can attempt a saving throw to end the Frightened condition on themselves when they start their turn 10 feet or more from the horror. As a bonus action on your turn you can direct the horror to move up to 20 feet in any direction. The tentacular horror has an AC of 12+(spell level/2) or 14 at 3rd level, and 35+(5 x spell level) HP, namely 50 HP at 3rd level. The horror vanishes when the spell ends or when it is reduced to 0 HP. The horror takes no actions, but if a creature, including you, ends its turn within five feet of the tentacular horror, the horror can use its reaction to make a melee spell attack against the creature. On a hit, the creature suffers (spell level) d6 bludgeoning damage (3d6 at 3rd level) and is grappled. A creature can use its action to attempt to escape the grapple with a Strength saving throw equal or greater than your to your spell DC. The horror can grapple a maximum number of creatures equal to the spell level. **Spell lists.** Druid, Warlock, Wizard \pagebreakNum
### Corion Metamagic
In the Everswamp, sorcerers explore ways of using their inner store of magic to amplify the power of a spell. This amplification requires time and concentration. However, by steadily adding power, sorcerers can unlock power beyond the traditional limits.
#### Charged Spell
As an action you can spend a sorcery point and hold concentration to create a charge. On a subsequent turn, you can spend another sorcery point to create an additional charge, or when you cast a spell of duration instantaneous, you can spend all held charges to increase the spell one level per charge above the level of the spell slot you use (including to levels above your maximum spell level). You can hold concentration on charges for number of rounds equal to your proficiency bonus, after which all held charges expire if not used.
##### Example use of Charged Spell
Turn 1: A 5th level sorcerer spends their action and a sorcery point for 1 charge (don't need to declare the spell they intend to use) and they begin concentrating. As a bonus action, they convert a 1st level slot into 2 sorcery points.Turn 2: action to spend a second sorcery point for 1 charge (total 2), continue concentrating.
Turn 3: action to spend a second sorcery point for 1 charge (total 3), continue concentrating. With a proficiency bonus of 3, this is the maximum number of charges the sorcerer can concentrate on and they must all be used next round.
Turn 5: action to cast fireball at 3rd level + 3 levels of charge = 6th level; spend 1 sorcery point to do it as a distant spell, dealing 11d6 damage on a failed save to creatures in the area of effect. If an attack breaks the sorcerer's concentration before the spell is cast, all accumulated charges are lost. Note, from an action economy standpoint, charged spell makes sense mostly for area affect spells. #### Intensified Spell When you cast a spell that can be cast at higher levels and which requires concentration, on subsequent turns as an action you can spend one sorcery point (per turn) to increase the level of the spell (including to levels above your current maximum spell level). You can intensify a spell for a maximum number of times equal to your proficiency bonus. ##### Example use of Intensified Spell for a damage dealing spell Sorcerer is 3rd level with access to 1st and 2nd level spells.
Turn 1: Action to cast *flaming sphere* at 2nd level, bonus action ram somebody for 2d6 damage (half on save).
Turn 2: Action to intensify, spend 1 sorcery point (It is now 3rd level *flaming sphere*), bonus action ram somebody for 3d6 damage (half on save).
Turn 3: action to intensity, spend 1 sorcery point (It is now 4th level *flaming sphere*), bonus action ram somebody for 4d6 damage (half on save). This is the maximum number of intensifications a caster with proficiency bonus of 2 can do on a single spell.
Turn 4: action to cast some other spell like *fire bolt* or *chromatic orb*. Keep concentration on 4th level *flaming sphere*, bonus action ram for 4d6 damage (half on save). \columnbreak ##### Example use of Intensified spell for a non-damaging spell Sorcerer is 5th level with access to spells of 3rd level and below.
Turn 1: Cast *fly* at 3rd level on themselves, begin concentration.
Turn 2: Action to intensify, spend one sorcery point. *Fly* is now 4th level and the caster can designate another creature currently in range to be affected by the *fly* spell.
Turn 3: Action to intensify, spend one sorcery point. *Fly* is now 5th level and the caster can designate a 3rd creature to be affected by the *fly* spell. ##### Example use of Intensified Spell with a saving throw spell Sorcerer is a 4th level sorcerer with access to spells of 1st and 2nd level.
Turn 1: Cast *hold person* on an enemy humanoid creature such as an orc. Creature makes the save and the spell ends.
Turn 2: Cast *hold person* again, using the final 2nd level spell slot. Creature fails the save this time.
Turn 3: Spend an action and a sorcery point to intensify the spell. Caster may select another creature to make a saving throw. Creature succeeds on the save, the spell ends for only that creature. It cannot be targeted again with the spell being concentrated on.
Turn 4: Spend an action and another sorcery point to intensify the spell again. Caster selects a different creature to make a saving throw. Creature fails the save and is held.
Turn 5: Both held creatures made their saves at the end of their turns and the spell has ended. Sorcerer flees! \pagebreakNum >### Feedback Please! >Have questions, comments, playtest feedback, or **requests for additional content** or changes? >I need your feedback! >Contact Dan at **adventure@authordanallen.com**.
\columnbreak
> | Date | Change |
> |:-|:-|
> | 2025.02.07 | Added the metamagic options from Dark Tower Ascent |
> | 2024.05.24 | Fix Xorphid boink range and description. Reduce puff of smoke range to 5 ft. and change to affecting the area not the creature. |
> | 2023.11.17 | Initial release on GMbinder |
> | 2024.05.08 | Cantrip updates from playtest |