Vertikos's Spells

List of Vertikos Spells Lv1

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction
Range/Area: Self
Components: Verbal
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels:
  • When casting at higher levels subtract an additional 1d6 damage from the halved total and add an additional 1d6 damage of the triggering type per level
  • However if you don't make a melee attack before the spell ends you take the extra damage you absorbed(not the halved total just the additional d6)
Available for: INT, CON

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Bludgeoning
Choose one object weighing 1 to 5 pounds within range that isn’t tied down or held. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: The weight capacity increases by 5lb per level Add 1d8 per 2 levels
Available for: STR, INT

Cause Fear

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom Saving Throw
You awaken the sense of mortality in one creature you can see within range. A construct, cyborg or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: Can target an additional creature in 30ft of the target per level
Available for: CHA

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

Dissonant Whispers

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
Attack/Save: Wisdom Saving Throw
Damage/Effect: Physic
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: Add 1d6 per level
Available for: INT, CHA

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

Shape Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instant or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water The water unfreezes in 1 hour or if it takes any damage.
At higher levels: Add an addition 5-foot cube to the spells influence per level   This spell does not gain additional effects when upcasting, all water follows the same command
Available for: DEX, INT

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.
 
  • 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

Thorn Whip

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Strength Saving Throw
Damage/Effect: Piercing
You create a long, vine-like ethereal whip covered in thorns that lashes out at your command toward a target in range. Make a spell attack against the target. If the attack hits, the creature takes 1d8 piercing damage, the target must make a Strength Saving throw against your attack roll and if the target fails and is smaller than you or of similar weight, you pull the creature up to 10 feet closer to you. If the target is more massive than you or is static you are pulled 10 feet toward the target
At higher levels: Add 1d8 and extend the range by 10 feet per level
Available for: DEX, WIS

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
Lv2

Chaos Bolt

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Resistance Check
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d10 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
At higher levels: Add 1d10 per level
Available for: DEX, INT

Disguise Self

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: Investigation Check
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
At higher levels: You gain a +1 bonus to charisma checks against any creature sharing the species of your disguise per level   This bonus does not apply to any creature the has seen through your disguise
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.
At higher levels: Can include an additional 25 words per level
Available for: INT

Pyrotechnics

2-level Transmutation

Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A fire
Duration: Instant
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
At higher levels: Increase the range of this spell by 10ft per level
Available for: INT, CHA

V's Glowing Coin

2-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A Coin
Duration: 1 round
When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. If creature hits the coin with a ranged attack that attack becomes a critical hit and hits the nearest target the attack sees as an enemy. The DC to hit the coin is the casting DC+10
At higher levels: The coin looks 50% shinier per level
No additional effects
Available for: DEX
Lv3

Enhance Ability

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 Hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.
At higher levels: You can target one additional creature per level
This spell does not gain additional effects when upcasting, all creatures share the same effect

Haywire

3-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Inteligence Saving Throw
Damage/Effect: Lightning
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Intelligence Saving Throw or have the device affected by the spell.   At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
At higher levels: Increase the radius by 5ft per level
Available for: INT

Wristpocket

3-level Conjuration

Casting Time: 1 reaction
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 Hour
Attack/Save: Dexterity Saving Throw
  • You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
 
  • Until the spell ends, you can use your reaction to summon the object to your free hand, and you can use your reaction to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
 
  • If the spell is forcefully ended by someone breaking your concentration the object behaves like it was dropped by your hand
At higher levels: Increase the weight capacity by 5lb per level
Available for: DEX
  Whenever you cast a spell while having acsess to Vertikos's spell list there is a 1/10 chance you trigger one of the following effects

Comments

Please Login in order to comment!