Erase
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: 90 feet
Components: V,S
Duration: Instantaneous
You hurl a blast of purifying light towards a creature you can see in range and attempt to erase them from existence. The creature takes 50 + 5d10 radiant damage. This damage cannot be reduced or prevented in any way.
If this damage reduces the creature to 0 hit points, the creature dies instantly and is erased from existence. All traces of the creature's body are gone, not even ashes remain. This erasure is so strong that it even partially erases the creatures last few minutes of existence. When this spell erases a creature, what that creature did in the last ten minutes is partially erased from history. This means:
- If the target killed any creatures in that time, the killed creatures return to life with an amount to hit points equal to half the damage dealt by this spell (rounded down).
- Any creatures damaged by the target but not killed in that time regain the amount of hit points equal to half the damage dealt by this spell (rounded down).
- Anything did or said in that time is forgotten by all creatures except the creature that casts this spell.
[credit Unknown]
Night Sky
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (1-mile radius)
Components: S
Duration: 1 hour
With a wave of your hand, you force the sky above you to clear and become night, in a radius of 1 mile. Within the spell's area, spells that can be cast only at night (such as create undead) can be cast regardless of time of day. When you cast this spell, choose one of the following effects. On each of your turns until the spell ends, you can use your action to choose an effect, selecting the same effect or a different one.
Dreamland.
The terrain within the spell's area shapes to your desires. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. You can end this effect as an action on your turn.
Grim.
You imbue false life into a corpse you can see within the spell's area. It rises as a skeleton if you choose a pile of bones, or a zombie if you choose a fleshy corpse. On each of your turns, you can use an action to mentally command any creature you made with this spell if the creature is within the spell's area (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature reverts to a corpse or pile of bones when the spell ends.
Shooting Star.
A star streaks across the sky. One creature of your choice who can see the star gains 25 temporary hit points. While the creature has these hit points, it is immune to fear.
Slumber.
You inflict drowsiness on a creature of your choice within the spell's area. If the target has less than 50 hit points, it falls unconscious until the spell ends, it takes damage, or someone uses an action to shake or slap it awake.
Star Storm.
Ten stars fall from the sky. Each star hits a creature of your choice within the spell's area. Each star deals 1d4 + 1 force damage to its target (roll damage for each star separately). The stars all strike simultaneously, and you can direct them to hit one creature or several. Each time you use this effect, the sky grows darker. After the 10th use, the sky above becomes entirely dark, and you can no longer use this effect
[credit Haven]
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