[[],[{"id":28039,"name":"Bane Shot","school":"Evocation","subschool":"None","spellcraft_dc":"4","level":"","short_description":"","full_text":"
Casting time:<\/strong>1 bonus action<\/p> Range: <\/strong>Touch<\/p> Components: V,S<\/strong><\/p> Duration: <\/strong>1 Round<\/p> You touch a ranged weapon that uses ammunition unfusing it with the power of time. For the duration, when you attack with the weapon and hit, the target must make a Constitution saving throw, It takes an extra 5d6 piercing damage on a failed save, or half as much on a successful one.<\/p>","reference":"Usergen"},{"id":28040,"name":"Bolt of time (Epoch Bolt)","school":"Evocation","subschool":"None","spellcraft_dc":"0","level":"","short_description":"","full_text":" Casting time:<\/strong> 1 action<\/p> Range: <\/strong>120 feet<\/p> Components: V,S<\/b><\/p> Duration: <\/b>Instant<\/p> A beam of energy with a blueish purpleish hue streaks towards a creature within range. Make a ranged spell attack againt the target. On a hit, the target takes 1d8 (2d4) force damage. All damage in brackets are when the spell is altered to be Epoch Bolt. The spells damage increases by 1d8 when you level up making it 2d8 (4d4) at 5th level, 3d8 (6d4) at 11th level, and 4d8 (8d4) at 17th level.<\/p>","reference":"Usergen"},{"id":28041,"name":"Bonesword","school":"Necromancy","subschool":"None","spellcraft_dc":"3","level":"","short_description":"","full_text":" Casting time: <\/strong>1 action<\/p> Range: <\/strong>self<\/p> Components: <\/b>V,S,M (one bone which the spell consumes)<\/p> Duration: <\/b> Concentraion up to 10 minutes<\/p> A bone held in your free hand becomes a shortsword longsword or greatsword it lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a mgic weapon. While weilding the bonesword you are proficient with it. It deals an extra 2d6 damage against living creatues the extra damage is of the sametype as the weapons base damage (ppiercing or slashing) or necrotic damage.<\/p> <\/p>","reference":"Usergen"},{"id":28043,"name":"Delayed Blast time Bomb","school":"Evocation","subschool":"None","spellcraft_dc":"7","level":"","short_description":"","full_text":" At Higher Levels.<\/b><\/i> When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.<\/p>","reference":"Usergen"},{"id":28044,"name":"Enervation","school":"Necromancy","subschool":"None","spellcraft_dc":"4","level":"","short_description":"","full_text":" Casting time: <\/strong>1 action<\/p> Range: <\/strong>25 feet<\/p> Components: V,S<\/strong><\/p> Duration: Instant<\/strong><\/p> You point at a target and they immediately feel their life3 force slipping away if it fails a Constitution save. It loses hits points equal to the Maximim number of its hit dice multiplied by 1d4 if it succeeds divisde the end result in half. If the targets hit points is reduced to - from this spell the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greatre REstoration spell.<\/p>","reference":"Usergen"},{"id":28045,"name":"Halt","school":"Transmutation","subschool":"None","spellcraft_dc":"0","level":"","short_description":"","full_text":" Casting Time: <\/strong>1 action<\/p> Range: <\/strong>30 feet<\/p> Components: V,S<\/strong><\/p> Duration: <\/strong>Instant<\/p> You cease time in an area and compel it to create one of the following effects at a point you can see within range:<\/p> Castine time: <\/strong>1 action<\/p> Range: <\/strong>Touch<\/p> Components: <\/strong>S<\/p> Duration:<\/strong> Concentration, up to 10 minuters<\/p> Your footsteps and armor make no noisem, giving you advantage on stealth checks to avoid detections while moving<\/p> At higher level:<\/strong> When you cast this spell using a spell slot of 2nd level or higher the number of creatures you can target increases by 1 for each spell slot above the first.<\/p>","reference":"Usergen"},{"id":28047,"name":"Quantum Shift","school":"Evocation","subschool":"None","spellcraft_dc":"9","level":"","short_description":"","full_text":" You force open the strongest rip in time creating an aging vortex for any enemy inside its area. All enemies within a 100-foot-radius. sphere spreads around corners. A creature takes 25d6 force damage and 25d6 necrotic damage on a failed save. or half as much on a successful one. After the damage has been dealth, every enemy that took damage from this spell must make another Widsdom saving throw. On a failed save, the creature's Wisdom and Charisma score become 1. The creature does not understand where it is or what happened and is now a purely neitral alignment.This spell damages objects in the area and any loose light items get sucked away into a timless void.<\/p>","reference":"Usergen"},{"id":28048,"name":"Reflexive Shot","school":"Transmutation","subschool":"None","spellcraft_dc":"2","level":"","short_description":"","full_text":" Casting Time: <\/strong>1 reaction, taken when any creature within 30 feet of you movesm and would provoke an attack of opportunity were you adjacent to them.<\/p> Range: <\/strong>self(30 feet)<\/p> Components: <\/strong>V<\/p> Duration: <\/strong>Instantaneous<\/p> Your react to anothers movements, preparing a deadly shot. Make a single attack,with a ranged weapon your are holding, against the creature which provoked an attack of upporturnity. That creature takes an additional 3d6 damage of your weapons damage type.<\/p>","reference":"Usergen"},{"id":28049,"name":"Revert Time","school":"Evocation","subschool":"None","spellcraft_dc":"","level":"","short_description":"","full_text":" A creature you touch has it wounds revert back in time. That creature gains hitpoints equal to 1d8 + your spellcasting ability modifier. This spell as no effect one creatures that cannot bleed.<\/p> At Higher Levels- <\/strong>When you cast this spell using a spell slot of 2nd level or higher, tthe healing increases by 1d8 for each spell slot level above the first. <\/p>","reference":"Usergen"},{"id":28050,"name":"Riddle","school":"Abjuration","subschool":"None","spellcraft_dc":"","level":"","short_description":"","full_text":" Casting Time: <\/strong>1 action Components:<\/strong> V<\/p> Duration: <\/strong>Concentration, up to 1 minute<\/p> You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out of complex riddle. Creatures that cannot hear you or do not have a spoken language are unaffected: however a creature understands the riddle even if it cannot understand your language so long as it has a least one spoken language. Until a creature answers the riddle correctly by succeeding on a an Intelligence save. It is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save. A creature takes 2d6 psychic damage from the brush of the vast otherwordly intellect. On a failed save. the creature becomes stunned for the duration. At the start of each of the creatures turns before the spell ends. the creature takes 4d10 psychic damage and can make another saving throw. On a successful save the spell ends. <\/p>","reference":"Usergen"},{"id":28051,"name":"Rip Through Time","school":"Evocation","subschool":"None","spellcraft_dc":"8","level":"","short_description":"","full_text":" Casting time: 1 action <\/p> Range:150<\/p> Components: V,S<\/p> Duration: Instantaneous<\/p> Portals to other timelines rip open in a 60 foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed sae, a creature takes 9d8 psychic damage and isn't immobilized by this spell Adventures and explorers have a disadvantagbe on this saving throw. A creature immobilized by this spell makes another Constitution saving thrtow at the end of each of its turns.On a successful save it is no longer immobilized. This spell also sucks away any darkness in its area that was created by a spell. <\/p>","reference":"Usergen"},{"id":28052,"name":"Spell Blade","school":"Conjuration","subschool":"None","spellcraft_dc":"","level":"","short_description":"","full_text":" You conjure a blade of force in your free hand. The blade is similar is size and shape to a shortsword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light finesse properties, and it deals 1d6 slashing damage on a hit. You may cast a spell with range of touch into the blad. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is effected as though you had cast the held spell on it. <\/p>","reference":"Usergen"},{"id":28053,"name":"Sphere of time","school":"Conjuration","subschool":"None","spellcraft_dc":"2","level":"","short_description":"","full_text":" Casting time 1 action<\/p> Range:60 feet<\/p> Components: V,S,M (a small cogwheel and a hand of a watch)<\/p> Duration: Concentration, up to 1 minute<\/p> A 5 foot diameter sphere of clockwork appears in an unoccupied space of your chouice within range and lasts for the duration. Any creature that ends it s turn within 5-feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. As a bonus action you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere' damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barries up to 5 feet tall and jujmp it across bits up to 10 feet wide. The sphere sucks in loose small objects not being worn or carries and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet.<\/p> At higher levels when you cast this spell using a spell slot of 3rd level or higher e damage increases by 1d6 for each slot level above 2nd.<\/p> <\/p>","reference":"Usergen"},{"id":28054,"name":"Time Bomb","school":"Evocation","subschool":"None","spellcraft_dc":"3","level":"","short_description":"","full_text":" Casting Time: 1 action <\/p> Range:150<\/p> Components: V,S,M<\/p> Duration: Instant<\/p> Abright steak flashes from your pointing finger to a point your choose within range then blossoms with a low roar into an explosion of arcane. Each creature in a 20 foot radius must make a Dexterity saving throw A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. The fire spreads around corners It sucks in loose objects in the area that arent being worn or carried. <\/p> At higher levels. When you cast this spell using a spell slot of 4th level or higher the damage increases buy 1d6 for each slot level above 3rd.<\/p>","reference":"Usergen"},{"id":28055,"name":"Woeful Stab","school":"Conjuration","subschool":"None","spellcraft_dc":"6","level":"","short_description":"","full_text":" Casting Time: 1 bonus action<\/p> Range: Self <\/p> Components: V,S,M<\/p> Duration: Instant<\/p> A dagger in the back might hurt for some time, but the paiin of a woeful dagger never ends. You conjure a qoeful dagger in your free hand, which lasts for the duration. You are proficient with the woeful dagger and you may use your spellcasting ability instead of strength for the attack and damage rolls of melee attacks using it, It deals 2d4 pierci9ng damage and is a magic weapon. Once during the spell's duration when you hit a creature with the qoeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw. On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute the affected creature can repeat the saving throw at the end of each its turns on a success the effect ends.<\/p>","reference":"Usergen"}],[],[],[],[],[],[],[],[],[]]Casting time:<\/th> 1 action<\/td><\/tr> Range:<\/th> 150 feet<\/td><\/tr> Components:<\/th> S, V, M (a small cogwheel)<\/td><\/tr> Duration:<\/th> \"Concentration, up to 4 minute\"<\/td><\/tr><\/tbody><\/table>
A beam of white light flashes from your pointing finger, then slowly goes away as a small bead floating in the air up to 5ft or on the ground (can be found with a perception dc 13). When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an vortex that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6 Force and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a blackhole that causes the spell to be casted right where it was touched that sucks everything inside of it destroying any objects that enter and dealing damage to creatures within the radius. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The explosion damages objects in the area and moves light to moderately weighted objects that aren’t being worn or carried.<\/p>
Range: <\/strong>self (40 feet radius)<\/p>