Eclectic Spells 7

by KibblesTasty

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Ecletic Spells 7

Miscellaneous Spells

Bouncing Wave

2nd-level conjuration (primal)


  • Classes: Druid, Occultist, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a set of brass knuckles)
  • Duration: Instantaneous

You conjure forth a wave of water that arcs through the air before slamming down on a target creature within range. The target makes a Strength saving throw. On failure, it takes 4d6 bludgeoning damage and is knocked prone. On success, it takes half as much damage and isn't knocked prone. The wave can then bounce to a second and third target, as long as each target is within 20 feet of the last, forcing them to make the same saving throw. It can only target each creature once.

At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the wave deals 1d6 additional bludgeoning damage and can bounce to an additional time to an additional target for each slot level above 3rd.

Chaotic Bombardment

4th-level evocation (arcane)


  • Classes: Spellblade, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass bubble)
  • Duration: Instantaneous

Comets of arcane energy begin to strike within a 20 foot radius of the target point, randomly targeting creatures within. Roll to 2d4 to determine the number of arcane comets that fall, and then roll to determine the targets they strike.

If there are a 4 or less targets in the area, roll a d4 with each number corresponding to a creature within (any number above the number of targets does not any creature and misses). If there are more than 4 targets, roll a dX for each comet, with X being the number of the creatures within the area.

Each comet that strikes a target deals 3d12 force damage to the target

At Higher Levels. When you cast this spell using a 4th level or higher spell slot, it fires an additional comet for each level slot level above 4th.

Divine Armor

2nd-level conjuration


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a golden idol wearing plate armor worth at least 25 gold pieces)
  • Duration: 1 turn

You encase a willing creature within range with ethereal plate armor made of radiant golden light. Until the start of your next turn, the creature gains an AC of 18 (if their AC isn't already higher) and resistance to all damage.

When the spell ends, the golden armor shatters into radiant shards, dealing 2d6 radiant to any creature that attacked the target during the duration of the spell.

At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the AC granted to the target increases by 1 for each slot level above 2nd.

Gravity Storm

4th-level transmutation (arcane)


  • Classes: Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass bubble)
  • Duration: Instantaneous

All creatures within 20 feet of the point are lifted into the air 30 feet and slammed back down to the ground. On impacting the ground, the creature takes 3d6 bludgeoning damage and must pass a Constitution saving throw or become Dazed until the start of your next turn. A creature with a flying speed can make their save prior to being slammed to the ground, staying aloft on a successful save.

At Higher Levels. When you cast this spell using a 5th level or higher spell slot, it deals an additional 1d6 bludgeoning damage for each slot level above 4th.

Dazed

A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.

Mage Punch

1st-level evocation (arcane)


  • Classes: Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a set of brass knuckles)
  • Duration: Instantaneous

You form a hand of force energy that immmediately balls into a fist and punches a target within range. Make a melee spell attack. On hit, the target takes 2d8 + your spellcasting modifier force damage.

At Higher Levels. When you cast this spell with a 2nd level or higher spell slot, the target takes an additional 1d8 force damage for each slot level above 1st.

Punishing Bolt

3rd-level evocation (divine)


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a golden idol wearing plate armor worth at least 25 gold pieces)
  • Duration: 1 turn

A radiant bolt of divine energy from the heavens slams down from on a target creature unerringly. The target makes a Constitution saving throw. On a failed save, it takes 6d8 radiant damage and becomes Dazed until the start of your next turn. On a successful save, it takes half as much damage and isn't dazed.

At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the target takes an additional 1d8 radiant damage for each slot level above 3rd. When casting with a 5th level or higher spell slot, a target that fails their save becomes Stunned instead of Dazed.

Time Keeper

6th-level transmutation (arcane)


  • Classes: Occultist, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a crystalline hourglass worth at least 100 gold pieces)
  • Duration: 1 minute

You toss the hourglass used in the casting of the spell into the air where it floats in place at a point within 20 feet of you. When you cast the spell and as a bonus action on each of your subsequent turns while the crystalline hourglass remains, you can send out pulses of temporal energy from it toward up two targets within 60 feet of it.

If you target an allied creature, the pulse empowers the creature, that creature is accelerated doubling their movement speed and granting them an additional action that can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use and Object action. If you target an enemy creature, the target must make a Wisdom saving throw. On failure, they are Slowed until the start of your next turn.

The crystalline hourglass floats in place where summoned, and has an AC of 25, 30 hit points, and is immune to force damage. If it is destroyed, the spell ends, and the material component of the spell is consumed. The temporal pulses of the hourglass have no effect on creatures under the affect of the haste or slow spells.

At Higher Levels. When you cast this spell using a 7th level or higher spell slot, the temporal pulses can target one additional creature with the temporal pulses on each activation of the hourglass for each slot level above 6th.

Slowed
  • A slowed creature has their movement speed halved.
  • Attack rolls against slowed creatures have advantage.

Unstable Shield

2nd-level abjuration (arcane, divine)


  • Classes: Cleric, Paladin, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass bubble)
  • Duration: Special

You create a protective shield around a creature of your choice, granting them 3d6 temporary hit points. At the end of that creature's next turn, the shield bursts, dealing 3d6 force damage to all other creatures within 5 feet of them.

At Higher Levels. When you cast this sspell using a spell slot of 3rd level or higher, both the temporary hit points and the force damage increase by 1d6 for each slot level above 2nd.

 

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