Vaelith's Spells
A list of Vaelith's spells
Lv 1
Lv 2
At higher levels: Can include an additional 25 words per level
(You may not change the command. All targets follow the same 25 word or less command)
Lv 3
Lv 6
Lv 7
Lv 8
Lv 9
Compelled Duel
1-level Enchantment
Casting Time: 1 bonus action
Range/Area: 30ft
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom Saving Throw
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
At higher levels: Increase the Save DC of this spell by 1 per level Available for: CHA
Feather Fall
1-level Transmutation
Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal
Duration: Up to 1 minute
Choose up to three falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
At higher levels: Can target and additional creature per level - This spell can be triggered by the caster whenever they are falling
Available for: DEX, INT
Healing Word
1-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
A creature of your choice that you can see within range regains hit points equal to 1d4 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d4 per level Available for: WIS, CHA
Jump
1-level Abjuration
Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
At higher levels: You can target one additional creature per level Message
1-level Enchantment
Casting Time: 1 Free Action
Components: Verbal
Duration: Instant
You select one creature with a soul and the target (and only the target) hears the message instantly, regardless of distance. The message can be up to 25 words long. The creature does not have to understand the language to receive the message
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings
At higher levels: You can add an additional 25 words per level On/Off
1-level Transmutation
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
This spell allows you to activate or deactivate any device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
At higher levels: Can effect one additional device per level Thaumaturgy
1-level Illusion
Casting Time: 1 bonus action
Range/Area: 30ft
Components: Verbal
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
While any of these effects takes place you gain advantage on intimdation
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
While any of these effects takes place you gain advantage on intimdation
Vicious Mockery
1-level Enchantment
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
Attack/Save: Wisdom Saving Throw
Damage/Effect: Physic
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: Add 1d6 per level Available for: CHA
Word of Radiance
1-level Evocation
Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Attack/Save: Constitution Saving Throw
Damage/Effect: Radiant
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
At higher levels: Add one 1d6 per level Available for: WIS, CHA
Magic Mouth
2-level Illusion
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Until Dispelled
- You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
- When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
- The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
- The triggering circumstance can't be something the caster themselves couldn't know, such as 10 minutes before you're about to be pranked.
Available for: INT
Suggestion
2-level Enchantment
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, up to 8 Hours
Attack/Save: Wisdom Saving Throw
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult's treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don't return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
At higher levels: You can target one additional creature per level(You may not change the command. All targets follow the same 25 word or less command)
Available for: CHA
Mass Healing Word
3-level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d4 per level Available for: WIS, CHA
Tongues
3-level Divination
Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
At higher levels: The duration of this spell increases by 1 hour per level Word of Recall
6-level Conjuration
Casting Time: 1 bonus action
Range/Area: 5ft
Components: Verbal
Duration: Instant
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to a god. If you attempt to cast the spell in this manner in an area that isn’t dedicated to a god, the spell has no effect.
At higher levels: Increase the range of this spell by 5 feet per level Divine Word
7-level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
Attack/Save: Charisma Saving Throw
You utter a word imbued with divine will. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, if a target has teleported within their last long rest and fails its save is forced back to where it teleported from and can't return to the current location for 24 hours by any means short of a Wish spell.
Hit Points Effect
0–20 The target dies.
21–30 The target has the Blinded, Deafened, and Dazed conditions for 1 hour.
31–40 The target has the Blinded and Deafened conditions for 10 minutes.
41–50 The target has the Deafened condition for 1 minute.
Hit Points Effect
0–20 The target dies.
21–30 The target has the Blinded, Deafened, and Dazed conditions for 1 hour.
31–40 The target has the Blinded and Deafened conditions for 10 minutes.
41–50 The target has the Deafened condition for 1 minute.
Available for: CHA
Power Word: Fortify
7-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
You speak a word of power that fortifies a creature you can see within range. The spell bestows 70 Temporary Hit Points which last until they are lost or the creature takes a long rest.
At higher levels: Add 10 Temporary Hit Points per level Available for: WIS, CHA
Glibness
8-level Enchantment
Casting Time: 1 reaction
Range/Area: Self
Components: Verbal
Duration: 1 hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
At higher levels: Increase the minimum roll by 1 per level Available for: CHA
Power Word: Heal
9-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
A wave of healing energy washes over a creature you touch. The target regains up to 200 hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead, constructs or cyborgs.
At higher levels: You can target one additional creature per level Power Word: Kill
9-level Enchantment
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
At higher levels: You can target one additional creature per level

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