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# Ecletic Spells 6 ### 1st Level #### Mind Ray [New] *1st-level enchantment (arcane)* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You launch a ray of mental energy from your mind at the mind of another creature within range. This line passes through cover and barriers that do not block magical effects, and the target must make a Wisdom saving throw. On failure, it takes 2d8 psychic damage and has disadvantage on the next attack roll or ability check it makes before the start of your next turn. On success, it takes half as much damage and suffers no additional effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the dmaage increases be 1d8 for each level above 1st. > ##### Warlocks > It's a weird shame Warlocks don't get this spell. Probably has nothing to do with the Overseer Warlock needing a 1st level spell for it's expanded spell list. #### Heavy Blow [Updated] *1st-level transmutation (primal)* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (a weapon or unarmed strike that does bludgeoning damage) - **Duration:** 1 round ___ You impart great heft to a unarmed strike or weapon you are holding. The first time you hit with a melee weapon attack using that weapon before the start of your next turn, your blow strikes with great force, and the attack deals an extra 1d10 bludgeoning damage to the target and must succeed a Constitution saving throw, or becomes dazed until the start of its next turn. While dazed this way, it cannot take reactions, and attacks against it have advantage. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. \columnbreak #### Infinite Edge *1st-level transmutation (arcane)* ___ - **Classes:** Ranger, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (a weapon or unarmed strike the deals piercing or slashing damage) - **Duration:** 1 round ___ A weapon you are holding, or a natural weapon, that deals slashing or piercing damage gains magically sharpened edge or point. The next attack roll you make with it before the start of your next turn gains advantage, and if it hits it deals an additional 1d10 damage. #### Explosive Deflection [Revised] *1st-level evocation (arcane)* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 reaction, which you take when you are hit by an attack - **Range:** Self - **Components:** V, S, M (a pinch of black powder) - **Duration:** Instantaneous ___ You release an explosive blast an energy to deflect an attack. Roll 2d6. The damage of the attack is reduced by the amount rolled. If the amount rolled is higher than attack the damage of the attack, and the attack was a melee attack, the attacker takes the remainder of the damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. ### 2nd Level #### Elemental Exhalation [New] *2nd-level evocation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 20 foot cone - **Components:** V, S, M (a fragment of a dragon's scale) - **Duration:** Instantaneous ___ You gather elemental power in your lungs selecting from acid, cold, fire, lightning, or poison, before exhaling it a gust of elemental power. Each creature in a 20-foot cone must make a Dexterty saving throw. On a failed save, creatures take 3d8 elemental damage of the chosen type, or half as much damage on a successful save. If you cannot breath, have no mouth, or your mouth is currently covered, the spell fails. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd. \pagebreakNum #### Chromatic Breaths [...] *2nd-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a fragment of a dragon's scale) - **Duration:** Concentration, up to 1 minute ___ You touch a willing creature that has a mouth and can breath, imbuing them with the power to breath elemental powers from its mouth. When you cast the spell, select a chromatic element from acid, cold, fight, lightning, or poison. Until the spell ends, the target creature can use its action to unleash its breath in a powerful elemental gust that fills a 15-foot cone, originated from the target. Creatures in that cone must make a Dexterity saving throw. On failure, they take 3d6 elemental damage of the selected type. On success, they take half as much damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd. > **Elemental Exhhalation vs. Chromatic Breaths** > ____ > These two spells are obviously similar in style, but one is a persistent buff while the other is a single use. While Chromatic Breaths rapidly passes Elemental Exhalation in value, many people simply want the immediate effect, of which Elemental Exhalation provides with its slightly higher immediate value. #### Time Slip [New] *2nd-level transmutation (arcane)* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (an small ornate hourglass worth at least 25 gold pieces) - **Duration:** Concentration, up to 1 minute ___ You surround yourself with a film of distorted time, loosening its grip on you. While you are in this bubble of distorted time, you gain +2 AC. If you would take damage from an attack or fail a save against a spell of equal or lower level to than this spell, you can use your reaction end the spell to revert your personal timeline to before you hit by the attack or spell, negating it as if it had missed you or you had passed the save against the spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the level of the spell you can revert the failure of increases to the level o the spell slot used. \columnbreak ### 3rd Level #### Blade Vortex [New] *3rd-level conjuration (arcane)* ___ - **Classes:** Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a spinning top) - **Duration:** 1 round ___ You fill the air in a 10-foot radius around you with spinning blades until the start of your next turn. A creature that starts enters the area of the spell for the first time (including when it cast) takes 4d4 slashing damage, and until the spell ends, you have half cover against all ranged attacks. ***At Higher levels.*** When you cast this spell using a spell slot of 4th level higher, the damage increases by 1d4 for each level above 3rd. > ##### Cheese Grater Mechanics > This spell does not require a creature to willingly move into the target, and is centered on your. This means that you can cast the spell, and then move, potentially moving creatures into the area of effect and taking damage. However, it can only damage each creature once. ### 4th Level #### Bile Beam [New] *4th level evocation (arcane)* ___ - **Classes:** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V, S, M - **Duration:** Instantaneous ___ You unleash a beam of acid in a 5-foot wide that is up to 100 feet long, stopping early if it impacts a Large or larger object or solid surface. If the beam would hit a creature, that creature must make a Dexterity saving throw. On a failed saved, that creature takes 12d4 acid damage and an additional 4d4 acid damage at the end of their next turn. On a success, they take half as much initial acid damage, and none at the end of their next turn. If a creature fails their save against the spell and does not die from the immediate acid damage, the beam ends and the line stops. If the beam is ended by an object, that object takes the full acid damage from the spell immediately. ***At Higher Levels.*** When you cast the spell using a spell slot of 5th level or higher, the initial damage increases by 1d4 for each level above 4th.