Magnify Gravity
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: 1 round
Creates a black, 10 foot radius sphere centered on a visible point within range. Within it, gravity increases for one round. On a failed Constitution save, each creature within the sphere takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. For the duration, any loose object within the sphere requires a successful Strength check against the caster's DC to pick up or move it.
If the spell is cast at 2nd level or higher the damage increases by 1d8 for each slot level above 1st.
[credit Matt Mercer]
Star See
Classes: Ranger, Wizard, Sorcerer
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration (up to 1 minute)
You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head, revealing stars and constellations, named as they are in this land, (or else unnamed). Until the spell ends, you add +5 to your passive perception and any ability check made with the Search action, and you can see in dim light as if it were bright.
[credit SwordMeow]
Starlight Shroud
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
Ghostly starlight surrounds your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you, other than you, must make a Dexterity saving throw, taking 2d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
[credit Unknown]
Meteor Strike
Classes: Paladin, Ranger
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during the spell's duration, your weapon strikes with the momentum of a meteor. The attack deals an extra 1d6 fire damage, and the target must succeed on a Strength saving throw or be knocked prone or pushed 5 feet away from you (your choice). A Large or larger creature has advantage on this saving throw. 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 1st.
[credit Haven]
Gravity Pulse
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S
Duration: Instantaneous
You concentrate gravity around your body. Each creature within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and be pulled up to 10 feet toward you. On a successful save, it takes half as much damage and is not pulled toward you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
[credit Matt Mercer]
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