Gravity Sinkhole
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (black pearl or black marble)
Duration: Instantaneous
The caster creates a 20-foot radius sphere of crushing force within 120 feet of them. Creatures in that sphere must make a Constitution saving throw, taking 5d10 force damage on a failed save, and half as much on a success. Also on a failed save a target is pulled towards the center of the sphere, ending as close to teh center as possible, even if the center is in the air.
When cast at 5th level or higher, the spell deals 1d10 additional damage for each slot level above 4th.
[credit Matt Mercer]
Star Splinter
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of Meteorite)
Duration: Instantaneous
You hurl an orb of radiant energy at one creature you can see within range, causing it to erupt in a brilliant flash of light. The target must make a Constitution saving throw. On a failed save, it takes 3d12 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and is not blinded by this spell.
Fragments of raw cosmic energy are then launched from the eruption. Make a ranged spell attack against the target and up to 3 other creatures of your choice within 30 feet of it. On a hit the creature takes 2d6 force damage.
When you cast this spell using spell slot of 5th level or higher, the radiant damage increases by 1d12 and the force damage increases by 1d6 for each slot level above 4th.
[credit The Arena Guy]
Walk The Ground
Classes: Ranger, Wizard, Sorcerer
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Special
You conjure a relentless seeking energy on a creature you can see within range. A magical line appears between you and it, which follows that creature wherever it goes. At the start of each of its turns, it takes 10 force damage form the line. The spell doesn't end until the creature is dead, or the creature spent the time between the end of one of its turns and the start of its next turn not touching the ground, however it accomplishes that feat. The spell can end early if it deals 60 total damage or if a creature successful casts dispel magic on the target of the spell.
If cast at 5th level or higher, the spell can deal 10 more force damage before it ends early for each spell slot level above 4th.
[credit Magali Villeneuve]
Celestial Pyre
Classes: Bard, Cleric, Paladin
Casting Time: 1 hour
Range: Touch
Components: V, S, M (100 lbs of firewood, which is consumed)
Duration: Until dispelled or triggered
You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target's body dissolves into stardust and rises into the sky.
The spell effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. A spell that targets the dead but usually require a body can be cast targeting this constellation instead, provided the spell is cast at night and the caster can see the target's constellation. If the target of this spell is returned to life, this spell ends and the constellation fades.
[credit Haven]
Field of Stars
Classes: Bard, Druid, Ranger
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You conjure into existence four motes of starlight, each in an unoccupied space you can see within range. Each mote provides dim light in a 5-foot radius and lasts for the duration or until it explodes.
When a creature moves within 5 feet of a mote or moves away from a mote within 5 feet of it, the mote explodes. Each creature within 5 feet of the mote must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.
If you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.
[credit Haven]
Ionizing Wind
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 40 feet
Components: V, S
Duration: Instantaneous
A blast of electrified wind erupts from your hands. Each creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 6d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
If you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot level above 4th.
[credit Haven]
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