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Spells Found on your Journey

Challenger's Mark

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M(a weapon)
Duration: Instanteneous
As part of the action used to cast this spell, you must make a melee attack against a target within range, otherwise the spell fail. On a hit, the target suffers the normal effects of the attack, and you bellow out a magical challenge that is painful to ignore. If the target willingly makes an attack against any creature other than you before the beginning of your next turn, it suffers 1d6 psychic damage, and the spell ends.   The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra d6 of psychic damage to the target, and the psychic damage the target takes for attacking another creature increases to 2d6. Both damage rolls increase by 1d6 at 11th and 17th level.
Available for: Cleric
 

Glorious Deeds

Mantis Punch

1-level Evocation

Casting Time: 1 action
Range/Area: 5ft.
Components: verbal, somatic
Duration: Instantaneous
Imitating the immense power of the Mantis Decapodians, you focus all your power directly into your fist to unleash a single punch that burns with enough fury to ignite the air. Make a melee weapon attack using your strength. On a hit, the target takes 1d10 plus your strength in bludgeoning damage, plus 5d10 fire damage.   The fire damage of this spell bypasses fire resistance that has been gained from being submerged in water.
At higher levels: For each spell slot above 2nd level, it deals an additional 1d10 fire damage on a hit.
Available for: paladin, ranger
 

Summon Arcanaloth

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 10ft.
Components: V, S, M
Materials: A book inlayed with gems with a worth totalling over 666gp in value, or 1gp worth of Black Blood
Duration: 10 minutes
This spell is one of many demon-summoning spells, each crafted to summon 1 specific demon from the depths of the abyss.   If the demon is unwilling to be summoned, the caster must make a check using their spellcasting ability modifier against a DC equal to the demon's CR plus 10. A creature within 5 feet of the caster who is proficient with arcana or religion can aid the caster in this check. This check automatically succeeds if you know the demon's true name.   On a success, the demon is summoned to an unoccupied space you can see within range. It disappears at the end of the duration. You have no special control over this demon.
Available for: warlock, wizard
 

Hunting Ground

2-level Conjuration

Casting Time: bonus action
Range/Area: 60 feet
Components: S, M
Materials: a ranged weapon worth at least 1sp
Duration: Concentration, up to 1 minute
An array of projectiles shoots from your weapon and fly in different directions, delimiting your hunting ground area with beacons of light that are camouflaged with the surroundings.   You create a 15-foot radius, 50-foot tall cylinder centred on a point within range. For the duration, when a hostile creature enters the area for the first time on a turn or moves more than 10 feet on its turn within the area, you can use your reaction to make an attack of opportunity with a ranged weapon you are wielding. You do not need to be able to see or hear the target; you are supernaturally aware of creatures entering and moving more than 10 feet in your hunting ground. While the spell is active, you can move the area up to 10 feet in any direction as a bonus action on your turn.   In addition, you gain advantage on Wisdom(perception) checks to spot creatures trying to hide within the area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of the cylinder increases by 5 feet for each slot level above 2nd.
Available for: Ranger
 

Melvina's Skeleton Crew

2-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60ft.
Components: V, S, M
Materials: A fragment of bone or blood from a deceased creature, and a brazier worth at least 25gp
Duration: 24 hours
You call out the countless spirits of sailors who died at sea to lend you their skills. This skill creates 7 spectral skeletons within range. The skeletons are Medium Undead, have AC 10, 1 hit point, and all ability scores at 12. They also are immune to effects that target an area.   Once on each of your turns as a bonus action,  you can mentally command any number of your skeleton crew to move up to 15 feet and interact with an object. The skeletons can perform any simple task a human can do, such as fetching things, cleaning, mending, folding clothes, hoist rope, light fires and pour wine. Once you give the command, each skeleton performs the task to the best of its ability until it completes the task, then waits for your next command.   If on a sailing vessel, the skeletons can function as a crew with a quality score of +0. They are proficient in water vehicles, navigator's tools, cook's utensils and carpenter's kits, and can neither gain nor lose crew quality. In addition, if working alongside a crew of living creatures, lengthy tasks such as docking and casting off are reduced to taking half the normal amount of time.   If you cast this spell again before the duration is over, the skeletons summoned by the first casting do not disappear but instead take on the statistics of spectres and turn hostile, ignoring any further commands.
Available for: bard, cleric, sorcerer, warlock, wizard
 

Lightning Spear

2-level Abjuration

Casting Time: 1 bonus action
Range/Area: self
Components: v, s
Duration: 1 minute. concentration
You raise your hand to the sky and call down a bolt of lightning to use as a spear. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are considered proficient. It deals 4d4 lightning damage on a hit and has the finesse, light and thrown properties (range 20/60). In addition when you use the spear to attack a target that is wearing metal armour or is submerged in water, you make the attack roll with advantage.   If you drop the spear or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to appear in your hand again.
At higher levels: When you cast this spell with a 3rd level spell slot or higher, the spear deals an additional 1d4 lightning damage for each spell level above 2nd.
Available for: druid, ranger, sorcerer, warlock, wizard
 

Glorious Deeds

Shiko Shockwave

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: verbal, somatic
Duration: Instantaneous
Using the Rikishi training method of Shiko, you squat, raise one leg high into the air and bring it down in a mighty stomp that causes the earth to tremble. Each creature other than you within 10 feet must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell with a spell slot of 3rd level or higher, the damage increase by 1d6 for each slot above 2nd.
Available for: paladin, ranger
 

Glorious Deeds

Dragon Throw

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: verbal, somatic
Duration: Instantaneous
Using the immense strength of Ryuokuni's Sumo wrestlers, you pick up your opponent by the heels and swing them in circles before letting go, sending them flying.   A creature within your reach makes a Strength saving throw. They make this save with disadvantage if you're already grappling them. On a failed save, they are hurled up to 30 feet horizontally in a direction you choose. If they collide with an object, the target takes 3d6 bludgeoning damage and falls prone.   If the hurled creature collides with another creature, that creature can make a Dexterity saving throw. On a success, the hurl creature flies past. On a failure, the hurled creature stops in an adjacent space and both creatures fall prone, taking 3d6 bludgeoning damage split evenly between the two of them.   Creatures that are two sizes larger than you or are immune to the grappled condition are not affected by this spell.
At higher levels: At higher levels, the maximum distance a creature can be hurled increases by 10 feet and the damage increases by 1d6.
Available for: paladin, ranger

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