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Codex of Spell Force
\pagebreak #### Repelling Spell Mass *4th level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15 foot radius) - **Components:** V, S - **Duration:** Concentration, up to 10 minute ___ You create five orbs of pure magical force. They hover and orbit above you for the spell's duration. For the duration, the magical orbs defend a 15 foot radius centered on you. When a creature first enters the area on a turn, one of the magical orbs propels itself towards them, they must make a Strength saving throw or take 4d8 Force damage and be pushed 15 feet away from you on a failed save, or take half damage and aren't pushed on a successful one. ###### **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 4th. **Classes:** Sorcerer, Wizard #### Caestus of the Battle Mage *5th level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You imbue the fists of a willing creature with a pure magical force that condenses around them forming a battle glove. For the duration, making unarmed strikes deal an extra 2d8 Force damage on a hit. If the unarmed strikes aren't already magical, they become magical for the duration. When the target of the spell hits with these magical strikes they can choose to forgo the damage bonus (no action required), to instead force the creature they hit to make a Constitution saving throw. On a failure, they must either take an action or move, but not both on their next turn. ###### **Classes:** Sorcerer, Wizard #### Great Spell Blade *5th level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30 foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You condense pure magical force into a blade that you hold in a free hand and slash extending the blade. Each creature in a 30 foot cone must make a Strength saving throw or take 5d8 Force damage and are pushed upward 15 feet or is knocked prone on a failure, or take half damage and aren't pushed upward or knocked prone on a successful one. ###### **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 5th. **Classes:** Sorcerer, Wizard \columnbreak #### Planar Anchor *7th level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a forked, metal rod worth at least 250 gp) - **Duration:** Concentration, up to 1 hour ___ You send forth a spear of condensed magical power towards a creature you can see within range. The creature must make a Dexterity saving throw. On a failure, it takes 12d8 Force damage and they cannot use any conjuration magic or any similar effect that would allow them to teleport between locations or between planes of existence like the plane shift spell, so long as you are concentrating on the spell. ###### **At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 and you can target an additional creature for each slot level above 7th. **Classes:** Sorcerer, Wizard #### Conjure Arcane Battalion *9th level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a metal plate worth at least 500 gp) - **Duration:** Instantaneous ___ You conjure a squadron of troops to momentarily aid you in battle within range. You summon five troops that you choose when you cast the spell between the following: Archer, Knight, Mage, and Priest. Each of which has a different effect when conjured to your side. - **Archer**. The archer shoots an arrow at a creature within range. Make a ranged spell attack against a creature. On hit, they take 5d12 force damage and they must make a Constitution saving throw. On a failure, they become incapacitated until the end of their next turn. - **Knight**. The Knight rushes towards a creature within range and shields them from harm giving them a bonus to their AC equal to your spellcasting modifier until the end of your next turn. A creature can only benefit from this effect once when you cast this spell. - **Mage**. The Mage sends an arcane barrage at a point within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failure, take 4d12 force damage, or half as much on a successful save. - **Priest**. The Priest targets one creature within range and they gain 4d10 temporary hit points. ###### **Classes:** Sorcerer, Wizard \pagebreakNum #### Spell Empowerment *5th level abjuration* ___ - **Casting Time:** 1 reaction, which you take when you fail a saving throw from a spell or are the target of a spell - **Range:** Self - **Components:** S, V - **Duration:** 1 round ___ You attempt to absorb the power of a harmful spell. If the creature is casting a spell of 3rd level or lower, you half the damage of the spell. You gain a number of d6s equal to half the level of the spell you absorbed rounded down, up to a maximum equal to your spellcasting modifier. ###### If the spell is of 4th level or higher, make an ability check using your spellcasting modifier. The DC equals 10 + the spell's level. On a success, you absorb the spell. Until the end of your next turn, when you would cast a damaging spell, you can deal an amount of extra force damage equal to the d6s you have absorbed. ###### **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, you automatically half the damage of a spell of 4th level, and one level higher for each spell slot above 5th. **Classes:** Sorcerer, Wizard > ##### Artist Credit > > > [Negate by Billy Christian](https://www.artstation.com/artwork/NxaXBN) > >###### Like what you see? > > More [ArgenisDBarrios](https://www.reddit.com/user/ArgenisDBarrios/) content can be found in my [Patreon](https://www.patreon.com/ArgenisBarrios "title")! Including my Spirit Blade class, subclasses, Spells, magic items, and more character options. >###### Thank you for any support! \columnbreak #### Shield of Defense Armor (shield), rare (requires attunement) ###### While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. This shield has 10 charges for the following properties. It regains 1d6 + 4 expended charges at dawn (save DC 15). ##### **Spells** - *Shield* (2 charge) - *Warding Bond* (2 charges) - *Repelling Spell Mass* (4 charges) ###### **Fortified Location**. You can expend 3 charges and slam the shield down as an arcane wall forms around it. A 10 foot by 10 foot wall that is 6 inches thick extends from where the shield is planted. This wall can be damaged, it has an AC of 17 and 45 hit points. Reducing the wall to 0 hit points causes the wall to disperse. #### Dragoncrest Ring Ring, rare (requires attunement) ###### The ring contains lingering magical power within it, imbued with great arcane prowess. When you cast a spell of 5th level or lower while you are wearing this ring you may use the ring to cast that spell as if it was one level higher than the level in which you casted that spell. Once you use this property of the ring it can't be used again until the next dawn.