Temporal Shunt
Classes: Sorcerer, Wizard
Casting Time: 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
Range: 120 feet
Components: V,S
Duration: 1 round
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
[credit Matt Mercer]
Gravity Well
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60 feet of you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save, or half as much damage on a successful save. Once the gravity well is set, it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10 feet of the well. Also any creature within 30ft of the well treats that area as difficult terrain and must make a strength saving throw at the end of each turn or be pulled 5ft toward the well.
[credit Nicole Fleming adapted from Elden Ring]
Mind Fog
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 120 feet
Components: V,S, M (bottle of ethanol)
Duration: Concentration (up to 1 minute)
You create a 20 foot radius sphere of synapse-overloading, neurotoxic, black and purple fog with flashes of white, centered on a point within range. The fog spreads around corners, lasting for the duration or until it is dispersed by a strong wind. Its area is lightly obscured.
Each creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failure, the creature takes 2d8 poisoning damage, 3d8 psychic damage, and can not concentrate on spells until the start of its next turn. On a success, the creature takes half as much damage, and normal rules apply to it maintaining its concentration. Creatures are affected even if they hold their breath or do not need to breathe.
When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d8 for each spell slot above 5th.
[credit HumperdinksWares]
Vacuum
Classes: Bard, Cleric, druid, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 30 feet
Components: S, M (a sealed container)
Duration: Concentration up to 1 hour
You draw all the air out of a creature within range. The target must make a Constitution saving throw. On a failed save, it takes 8d6 bludgeoning damage and begins suffocating. On a successful one, it takes half as much damage and does not begin suffocating. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.
If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
[credit Haven]
Golden Glow
Classes: Cleric, Paladin
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a golden orb worth 100 gp, which is consumed)
Duration: Concentration up to 1 minute
You point at a spot within 30ft of you that you can see, a bright orb of sunlight takes form there. This orb emits bright light in a 20-foot radius and dim light for an additional 20 feet, the orb will hover 15ft above the ground unless you're pointing at a wall or ceiling.
When a creature enters the bright light for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. An undead makes its saving throw with disadvantage, and the spell deals maximum damage to it.
If you cast this spell using a spell slot of 6th level or higher, the spell deals an additional 1d8 damage for each slot level above 5th
[credit Haven]
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