Gravity Fissure
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: self (100 foot line)
Components: V,S, M (fistfull of iron filings)
Duration: Instantaneous
You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
If you cast this spell at 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
[credit Matt Mercer]
Stardust Polygon
Classes: Wizard, Sorcerer
Casting Time: 1 action
Range: Self (300 foot line)
Components: V
Duration: Concentration, up to 1 minute
You pull the air or energy currents into knotted and spiraling currents in a 30 foot wide, 300 foot long line in a direction of your choice. Whenever a creature moves into the line or starts its turn there, it must make a Strength saving throw or be moved to another location of your choice within the line and take 6d6 bludgeoning damage, or take half as much damage and not be moved on a successful saving throw.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Affected creatures are automatically deafened within the line.
[credit SwordMeowMagic]
Soul Blade
Classes: Wizard, Sorcerer
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes
You create a glowing blade of magical force in your free handm made from a small piece of your soul. The blade is similar in size and shape to a longsword, nad it lasts for the duration. If you let go of the blade, it disappears, but you can summon the blade again as a bonus action.
You can use your action to make a melee spell attack with the soul blade. On a hit, the target takes 3d10 force damage, and 3d10 radiant or necrotic damage, which ignores resistance. If the target is an incorporeal undead (such as a ghost) or a soul removed from its body, the attack deals maximum damage and ignores immunity.
The blade sheds bright light in a 15 foot radius and dim light for an additional 15 feet. A creature killed by this spell has its soul injured, and cannot be restored to life except by a true resurrection spell or wish spell.
You can use a bonus action to end the spell early. If the spell ends for any other reason, you lose the fragment of your soul the blade was formed from, causing you to take 6d6 necrotic damage and gain one level of exhaustion. This damage cannot be prevented or reduced, and it ignores resistance and immunity.
[credit EvilBenevolent]
Intensify Gravity
Classes: Bard, Druid, Sorcerer, Warlock Wizard
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lead weight)
Duration: Concentration up to 1 minute
This spell magnifies the gravity in a 30-foot-radius, 100-foot high cylinder centered on a point within range. For the spell's duration, everything within the spell's area becomes 10 times heavier. If the increase in a creature's carry weight exceeds 15 times its Strength score, it takes 1d6 bludgeoning damage at the start of each of its turns, its speed drops by 20 feet and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Arrows, bolts, and other ordinary projectiles that enter the spell's area drop to the ground and automatically miss.
[credit Haven]
Quasar
Classes: Cleric, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (100 feet line)
Components: V, S
Duration: Instantaneous
You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 10d8 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
[credit Haven]
Comments