This spell generates a snaking bolt of reality-erasing destruction.
DEMON BOLT 3rd-level evocation Casting Time 1 action Range 120 feet Components V, S, M (a small crystal orb worth 20 GP) Duration Instantaneous Crushing the crystal sphere in your hand, you unleash a flickering and forking bolt of destructive energy, harmful to spirit and body alike. Make a spell attack modifier against one creature you can see within range. The target gains no benefit from cover against this attack. On a hit, the target takes 4d6 fire damage, 4d6 lightning damage, and 4d6 psychic damage. If this reduces the target to 0 hit points, it is disintegrated. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of each type is increased by 1d6 for each slot level above 3rd. Also posted on Game Masters Stash on 17 February 2021. This spell calls a helpful spirit or 'imaginary friend' to aid you in tasks.
SPECTRAL MENTOR 1st-level conjuration (ritual) (Sorcerer, Warlock) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a spectral mentor, a spirit that takes the form of a deceased person that you choose: a family member, friend, personal hero, or trusted advisor with whom you have a deep personal and positive relationship. Appearing in an unoccupied space within range, the spectral mentor has the following statistics, no matter the personality which you choose for it. A spectral mentor is usually only visible to the caster. Your spectral mentor acts independently of you, but it always obeys your commands. In combat, it activates at the start of your turn, before you act, and takes a Help action, if it can. A spectral mentor can't attack or take other actions, except Dash, Disengage, Dodge, or Hide. When the spectral mentor reaches 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your spectral mentor's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spectral mentor has. During this time, you are deaf and blind with regards to your own senses. As an action, you can temporarily dismiss you spectral mentor. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one spectral mentor at a time. If you cast this spell while you already have a spectral mentor, you instead cause it to adopt a new identity of another deceased person, with the usual limitations. Your spectral mentor is replaced by a new spectral mentor taking the appearance of the chosen creature. SPECTRAL MENTOR Medium fey, unaligned Armour Class 10 Hit Points 5 (1d8) Speed 30ft. Str 10 (+0); Dex 10 (+0); Con 10 (+0); Int 12 (+1); Wis 12 (+1); Cha 12 (+1) Senses passive Perception 11 Skills Any one skill or tool proficiency (chosen when you summon the spectral mentor) +3 Damage immunity Bludgeoning, piercing, and slashing damage from non-magical weapons; cold, electricity, fire, necrotic, poison, thunder Condition immunities Blinded, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Languages the caster's native language and up to one additional language, chosen when you summon the spectral mentor Challenge 0 (10 xp) Invisibility. The spectral mentor is naturally audible and visible only to the caster. As an action, the spectral mentor may appear as a translucent and dimly glowing image of itself. It can end this visibility as a bonus action, becoming Invisible again. Limited Actions. A spectral mentor may not make attacks or interact with physical objects, except with careful effort through the Mage hand action below. In combat, it may only take one of the following actions: Dash, Disengage, Dodge, Help, or Hide. Limited Knowledge. A spectral mentor has limited information- although it believes it is the spirit of the chosen person, it only recalls things that the caster is likely to know that the person knew, acting like an 'imaginary friend'. When the spectral mentor is summoned, the caster chooses one skill or tool proficiency and up to one additional language that the person knew, and the spectral mentor gains these proficiencies. It can advise the caster on how to use these by using the Help action, and can interact in a very limited fashion with the physical world through its Mage Hand action. Actions Mage Hand. The spectral mentor can cast mage hand to gently influence physical objects in its immediate space. It cannot use this to make attacks, activate magic items, or carry more than 10 pounds. Also posted on Game Masters Stash on 27 January 2021. This spell allows the caster to temporarily summon a swarm which harmlessly conceals them from sight.
1st-level conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 5-foot radius Components: S, M (a ball of honey with seeds and berries in it) Duration: Concentration, up to 1 minute You call a swarm of tiny beasts (bats, birds, or insects) which flock or flutter around you. They do not leave a 5-foot radius of your location, but follow and continue to surround you. The swarm attacks any hostile creatures within the space when they enter the area, or at the end of your turn. While the swarm surrounds you, you have three-quarters cover, granting you a +5 bonus to AC and Dexterity saving throws. If you make an attack or cast a spell that affects an enemy creature, the spell ends and the swarm disperses. Also posted on Game Masters Stash on 23 January 2021. This spell delivers an electrical charge into the ground around the caster.
DISCHARGE 1st-level evocation (Sorcerer, Wizard) Casting time: 1 action Range: self Components: V, S, M (a copper spike) Duration: Instantaneous Slamming a hand into the ground, you discharge electrical energy into the area around you. Targets within a 10-foot radius of you must make a Dexterity saving throw. Targets take 2d8 electrical damage, or half as much damage on a successful saving throw. Targets wearing armour made of metal have disadvantage on the attack roll. Also posted on Game Masters Stash on 16 January 2021. This spell ruptures the fabric of reality, causing it to shimmer outwards in a destructive wave before reasserting itself. This is available for Sorcerers, Warlocks, and Wizards. This is a powerful battlefield-controlling spell often used by Imperial Battlemages.
REALITY SHATTER 4th-level abjuration Casting Time: 1 action Range: 100 feet Components: S, M (a small mirror) Duration: Concentration, up to 3 rounds With an outward folding of fingers, you breach the skin of reality. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be violently tossed up to 10 feet out of the spell's range, taking 3d6 bludgeoning damage and becoming Prone. In the second round of the spell, the spell's area is treated as difficult terrain and any creatures inside the area must make Strength saving throws or be forced up to 20 feet towards the centre of the area, taking 3d6 bludgeoning damage for every other creature in the area. In the third and final round of the spell, reality reasserts itself, and any creatures in the spell's area take 4d8 force damage and must make a Strength saving throw or be hurled up to 20 feet out of the spell's area and become Prone. If at any point you cease concentrating on the spell, no further effects apply. At Higher Levels: When you cast this spell using a spell slot of 5th level or above, the radius of the spell is increased by 5 feet per slot level above 4th. The damage at each level of the spell is increased by 1 additional die per 2 slot levels above 4th, for each round of the spell. Also posted on Game Masters Stash on 7 January 2021. This spell charges the caster with a storm's power, able to absorb and fire lightning.
Stormcharge 3rd-level evocation (Druid, Sorcerer) Casting Time: 1 action Range: Self Components: V, S, M (a chain of copper links worth 50 gp) Duration: Concentration, up to 1 minute You charge yourself with a storm's power, and small arcs of lightning crackle across your skin. You have resistance to lightning damage for up to 5 attacks. Once you have used all of protection granted by this spell, the spell ends. You can also attack with the lightning, although doing so counts as one attack's worth of protection. When you make an attack with this spell, you can hurl a bolt of lightning at a target within 60 feet as an action. Make a ranged spell attack. On a hit, the target takes 5d6 lightning damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of attacks against which this spell grants protection is increased by 2 per slot level above 3rd. Also posted on Game Masters Stash on 31 December 2020. This spell calls upon an ancestral tradition, summoning a phantasmal spirit to guard the caster from harm.
Ancestral Defender 2nd-level conjuration (Cleric, Sorcerer) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a treasured possession which belonged to an ancestor) Duration: Concentration, up to 1 minute You call forth a spirit to ward you from harm, which stands nearby you to a distance of 10 feet. They appear glowing and translucent, with blazing eyes. They stand between you and harm, defending you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. As a bonus action on your turn, you can reposition the ancestral defender to anywhere within a 10-foot radius of you. Any affected creature within 5 feet of the ancestral defender which makes an attack must make a Charisma saving throw. On a failed save, the attacker takes 2d8 psychic damage. On a successful save, the creature takes half as much damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Also posted on Game Masters Stash on 26 December 2020. This spell surrounds the caster with a powerful kinetic barrier that absorbs damage directed at them.
Globe of Abnegation 3rd-level abjuration (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a small ball of adamantium worth 100gp) Duration: Concentration, up to 1 minute An immobile, crackling field of kinetic force springs into existence around you in a 10-foot radius, and remains for the duration. The globe has Armour Class 10, and absorbs 50 hit points of damage before it shatters, inflicting 2d6 force damage on any creature in a 5-foot radius of its outside. You cannot be targeted by any damaging effects while you maintain concentration on the globe. Any blows it absorbs do not pass through, and cannot affect anyone inside. If an effect or attack reduces the globe to 0 hit points, the remainder of the damage affects you immediately without requiring any further attack roll. The globe does not move, and you cannot leave the globe without breaking your concentration. If an effect that would allow less damage on a successful saving throw would affect the globe, it counts as having failed its saving throw. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the globe's hit points are increased by 20 per spell slot above 3rd level. In addition, the force damage caused when the globe shatters is increased by 2d6 per spell slot above 3rd. Also posted on Game Masters Stash on 17 December 2020. This spell fires rocks from the ground into sudden activity, shooting upwards at great speed and harming anyone in the area.
Galvanize 4th-level transmutation (Druid, Sorcerer) Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone or magnet) Duration: Instantaneous You point to an area, tearing chunks from the ground and hurling them upwards at terrific speed, smashing into any creature in the area. Each creature in a 15-foot radius must make a Dexterity saving throw, and the spell's area becomes difficult terrain permanently. A target takes 4d6 bludgeoning damage and 2d6 fire damage for each 5-foot square in the area which it occupies if it fails, or half as much damage on a successful save. The rocks plummet to the ground at the end of the round, inflicting an additional 2d6 bludgeoning damage to each creature in the area. At Higher Levels: When you cast this spell using a slot of 5th level or higher, the radius of the spell increases by 5 feet per spell slot above 4th level, and the initial bludgeoning and fire damage both increase by 1d6 damage per spell slot above 4th level. Also posted on Game Masters Stash on 12 December 2020. This simple blessing makes an individual feel warmly loved, and their soul clings more closely to life.
Kindle Hope 1st-level enchantment (Bard, Cleric) Casting Time: 1 action Range: 30 feet Components: V, S, M (the flame of a lit candle) Duration: 24 hours This spell bestows hope on a target. The target gains inspiration, if they did not have it already. In addition, for the duration of the spell, the target has advantage on Death saving throws. Also posted on Game Masters Stash on 10 December 2020. This spell, often used a persuasive or threatening tool, becomes more dangerous over time until triggered by the caster.
Blades of Damocles 2nd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 50 feet Components: V, S, M (a gold medallion in the shape of a sword, worth 50gp) Duration: Concentration, up to 1 minute You conjure your choice of weapon, formed of magical force, which hangs in the air about 10 feet over the head of a target within range. Each round at the start of your turn, another weapon of your choice appears over the head of the same target. When the spell ends, either because your concentration is broken or because you decide to end it, all of the weapons immediately descend to strike the target, causing force damage. The target must make a Dexterity saving throw. On a successful saving throw, they take half damage. The spell's base damage is 3d10. If at the start of your turn, you haven't ended the spell, the damage increases by 1d10. You may choose to dismiss the spell without inflicting damage on the target, if you wish to. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can select one additional target to be affected at the time of casting for each slot level above 2nd. When you decide to end the spell, all targets are affected at once. Also posted on Game Masters Stash on 28 November 2020. This spell awakens the hot anger of a desert wind in the shape of a vicious animal.
Sirocco 7th-level evocation (Druid spell) Casting time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to one minute A storm made of hot, whirring sand appears in a location you choose within range, taking the shape of a roaring face. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area when you cast the spell, or that starts their turn within the area, must make a Strength saving throw or be pushed 30 feet directly away from you. It also takes 3d6 slashing damage and 3d6 fire damage on a failed saving throw, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If cast in a desert area, the storm consists of up to fifteen 10-foot cubes instead. As a bonus action, you can move the sirocco up to 30 feet. A creature can only take damage from this spell once per turn. Also posted on Game Masters Stash on 21 November 2020. This bardic enchantment allows you to speak so sharply it splits the sky and sunders the surroundings.
Outburst 3rd-level evocation (Bard, Sorcerer) Casting Time: 1 action Range: Self (30 foot cone) Components: V, M (a small gold-plated rod) Duration: Instantaneous You shout, splitting the air with arcs of writhing lightning and a deafening crack. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d8 lightning damage and 3d8 thunder damage on a failed saving throw, or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the spell's damage if it's in the spell's area. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 lightning damage and 1d8 thunder damage for each spell level above 3rd. Also posted on Game Masters Stash on 14 November 2020. This spell sends forth a steady blaze of light to cast out darkness.
Banishing Beam 5th-level abjuration (sorcerer, wizard spell) Casting Time: 1 action Range: 50 feet Components: V, S, M (a crystal orb worth 100gp) Duration: Instantaneous You create a brilliant ray of light which erupts from your hand, lancing out to strike your foes. Make a ranged spell attack. On a hit, the target takes 5d10 radiant damage. Additionally, if the target is native to a different plane of existence, it must succeed on a Charisma saving throw or be banished, returning to its home plane. If the creature has more than 50 hit points, it has advantage on this saving throw. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you create one additional ray, which can target an additional creature, for every spell level above 5th. Also posted on Game Masters Stash on 12 November 2020. This spell turns a weapon into pure spiritual energy of destruction, consuming it in the process.
Blade of Regrets 2nd-level transmutation (Cleric, Paladin, Warlock) Casting Time: 1 action Range: self Components: V, S, M (a melee weapon) Duration: Concentration, up to 10 minutes Casting this spell, you transmute a weapon into a ghostly remnant of itself, which weeps softly and lasts for the duration. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action. The weapon is consumed in the casting. You can use your action to make a melee spell attack with the weapon. On a hit, the target takes 3d6 psychic damage, experiencing incredible pain and sorrow and becoming consumed by regret. The glowing blade can be seen glowing dimly in a 10-foot radius. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Also posted on Game Masters Stash on 4 November 2020. This divine spell sends thoughts to someone dear to heart, wishing them good health and good luck.
Prayer of Well-Wishes 2nd-level evocation (Cleric, Paladin) Casting Time: 10 minutes Range: 1,000 miles Component: V Duration: 24 hours One creature you know is sent good luck and good health by your prayer. Once within the next 24 hours, the target can roll a d8 and add the number rolled to a single saving throw. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every spell level above 2nd. Also posted on Game Masters Stash on 29 October 2020. Some magical traditions rely on runic script, and have difficulty being bound in physical objects. In these traditions, when an enchantment is set upon a person, the script must be wrapped about into a contained phrase or repeating mantra. This is visible as lightly glowing rings of runes, often rotating in place around fingers or a wrist.
Those who bear many enchantments literally glow with the power of the magics they bear, and those who view them can read the quality and power, and sometimes even the very script of the enchantments. Those familiar with spellcraft could potentially use this to decipher and even counter such spells, but rely on getting close enough for long enough to read them. Also posted on Game Masters Stash on 22 October 2020. This clerical battle-cantrip allows the caster to defend themselves from an attacker.
Radiant Surge Abjuration cantrip (Cleric) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A harsh eruption of sacred light springs from your open hand, bathing your attacker in its radiance. Make a melee spell attack roll against the target. On a hit, the target takes 1d8 radiant damage, and if it's undead, it has disadvantage on the next attack roll it makes. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Also posted on Game Masters Stash on 17 October 2020. This powerful bardic spell burns an individual's memory into the world, that all will remember them in a particular way.
Memoriam 7th-level enchantment (ritual, Bard spell) Casting Time: 10 minutes Range: Universal Components: V, S, M (a dead body) Duration: Permanent With this spell, you attempt to reshape the collective memory of the entire world, affecting all living beings and affecting how they recall another being who has died. The being's body is consumed with this spell, leaving them unable to be raised or resurrected. The spell applies against all living Dragons, Fey, Giants, and Humanoids alive in the world, causing them to remember the deceased in a particular way, if they remember the deceased at all. This can cause them to remember someone as a hero, a villain, or erase them from memory altogether. This can affect memories of up to one year ago, permanently altering their memories of the deceased and causing them to be remembered in a very different way. Its mind fills in the gaps in the details of your description. If the spellcasting ends before you have finished describing the modified memories, no memories are altered. Otherwise the modified memories take hold when the spellcasting ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the actual behaviour of the deceased. This may cause some confusion, and if written history contradicts their new memories, they may find this challenging and confusing. A creature whose new memories come at odds with the actual history must make a Wisdom saving throw against the spell's saving throw. If it knew the deceased personally, it gains advantage on the saving throw. On a successful saving throw, they become Stunned for one round, and can then recall elements of the truth. Any dead (or undead) creatures are unaffected by this spell and do not have their memories modified. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can alter memories of the deceased of events that took place up to 10 years ago (7th level), 100 years ago (8th level), or an time in the past (9th level). How you can use Memoriam in your game: - This spell can be used to redeem the memory of a villain who has proven a streak of heroism at the last moment, making them able to be remembered more kindly. - This spell may have been cast before the campaign even began, meaning someone remembered as a villain may have been much more of a hero than they are remembered to be, or perhaps the reverse. - Undead creatures being immune to the spell may mean that their recalled memories are vastly different. This also applies to those who were dead at the casting of the spell, so anyone resurrected, raised, or reincarnated since may be confused by the varying accounts recalled. Also posted on Game Masters Stash on 23 September 2020. This spell conjures ghostly-seeming vipers that lash out aorund you.
Viper's Nest 3rd-level conjuration (Sorcerer, Warlock, Wizard spell) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a viper's tooth) Duration: Concentration, up to 10 minutes You call forth a nest of semi-real vipers to protect you. They writhe around you to a distance of 10 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it takes 2d6 poison damage. A creature that takes damage from this spell must take a Wisdom saving throw. On a failed save, the creature becomes Poisoned while they remain in the area. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Also posted on Game Masters Stash on 1 August 2020. |
AuthorI'm Luke. He/him pronouns. Archives
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