You open up a hand sized portal to a container, bag, or sheath you are familiar with that is within 30 ft. The portal stays open long enough to store or take an item from the container/bag/sheath then closes.
At 5th level the container may be within 300 ft, 1000 ft at 11th level, and within 1 mile at 17th level.
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Mind Scar:
Enchantment cantrip
Level: Warlock 0, Wizard 0
Components: S
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
On hit, a target within range takes 1d4 psychic damage. The target is unaware it has been damaged unless it succeeds a Wisdom saving throw. On success the targeted creature notices any castings of Mind Scar against it for the next 24 hours. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
You make a ranged spell attack against a creature within range dealing your spell casting modifier + 1 psychic damage to the creature. For the duration of the spell the creatures AC is reduced by 1, stacking with other castings of prick.
You may forgo the additional damage equal to your spell casting modifier and instead add this number to the spells attack roll.
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Song of Twilight
Necromancy cantrip
Level: Bard 0
Components: V, S
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
A bloodied target within range that can hear you takes 1d12 necrotic damage. You do not make an attack roll and the target does not make a saving throw. You may only target a bloodied creature with this spell.
This spell's damage increases to 2d12 at 5th level, 3d12 at 11th, and 4d12 at 17th.
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Third Eye
Divination cantrip
Level: Druid 0, Warlock 0, Wizard 0
Components: S, M (a marble)
Casting time: 1 action
Range: Self
Duration: 1 round
You have sight imminating from a chosen point on your person, this may include points on your clothes and equipment you are carrying. If you have night vision the third eye also has night vision. If you are blinded the third eye can still see.
You create a 15-foot tall column of light that shines brightly in a 5-foot radius, you may cast this spell without a line of sight. On your next turn if you cast this spell again at the centre of the column of light you instead send down a bolt of light from the top of the column, any creature standing in the centre of the column must make a dexterity saving throw taking 2d8 radiant damage on fail and taking half damage if it succeeds. The column of light dissipates.
This spell's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), and 17th level (8d8).
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Conceal Object
Illusion cantrip
Level: Sorcerer 0, Warlock 0, Wizard 0
Components: S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You make an inanimate object you touch invisible for the duration of the spell. The object must be able to fit inside a 5 cubic foot area.
At 5th level the container may fit within 10 cubic ft, 15 cubic ft at 11th level, and within 20 cubic ft at 17th level.
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Curse Mark:
Enchantment cantrip
Level: Warlock 0
Components: V, S, M (a pinch of charcoal dust)
Casting time: 1 action
Range: 60 feet
Duration: Concentration, 8 hours
Target creature within range makes a Constitution saving throw or has a curse mark seared onto their body for the duration of the spell. You may maintain multiple curse marks at once using the same concentration. On your turn you may use an action to instantly deal 1d4 damage to all creatures within 60 feet that have your curse mark. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
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Death Eat
Necromancy cantrip
Level: Warlock 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Instantaneous
You touch a corpse and it disintegrates. You heal hit points equal to the creatures Challenge Rating (minimum of 1 hit point).
You select a 5 ft cube. You can see a snapshot of everything in the area, revealing the contents of containers, behind walls, and even invisible creatures.
At 5th level you the spells range increases by 5ft (10ft), and again at 11th level (15ft), and 17th level (20ft)
Cloak of Flies:
1st-level conjuration
Level: Druid 1, Sorcerer 1, Warlock 1, Wizard 1
Components: V, S, M (a living fly)
Casting time: 1 bonus action
Range: Self
Duration: 1 minute, until dispelled
You surround yourself with buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your spell casting modifier (minimum of 0 damage). You may dispell the cloak of flies with a bonus action.
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Plague of Fleas:
2nd-level conjuration
Level: Druid 2, Sorcerer 2, Warlock 2, Wizard 2
Components: V, S, M (a living flea)
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You infect a creature within range with a swarm of fleas. At the start of the creatures turn it must succeed a constitution saving throw or take 1d6 piercing damage. For each 5 ft the creature moves it must use another 5 ft of its movement to move in a random direction, whoever is controlling the creature rolls a d8 for the direction the creature moves: 1 north; 2 northeast; 3 east; 4 south east; 5 south; 6 southwest; 7 west; 8 northwest.
The damage increases by 1d6 for each slot level above 2nd used to cast this spell.
A chitin shell forms around you, granting your spell casting modifier + 10 temporary HP. While you have this temporary HP all damage you take is reduced by 2
The temporary HP increases by 5 for each slot level spent above 2nd for this spell.
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Weave like a Spider:
Transmutation cantrip
Level: Druid 0, Sorcerer 0, Warlock 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: 5 feet
Duration: Instantaneous
You make a 5 square-foot area within range into rough terrain. Any creature touching the web can take an action to remove the 5 square-foot area of web making it no longer rough terrain.
You unleash a hornet on a creature. The creature or a creature next to it may take an action on its turn to kill the hornet. On the start of its turn it must succeed a Dexterity saving throw or take 1d6 poison damage. The creature must repeat the dexterity saving throw at the start of its turns or continue to take 1d6 poison damage until it kills the hornet.
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You curse a creature within range with bed bugs. It cannot regain hit points by any means until the curse is removed by some effect such as lesser restoration, remove curse, or heal.
You summon a tracker bee and may target it onto a creature you have seen within the past hour. The bee has a fly speed of 40 ft, can teleport between planes of existence, and will try to stay within 300 feet and able to see the creature it is tracking. Once a minute you may make an Intellegence (Arcana) check to know the whereabouts of the bee. On a success you know if the bee is alive, what plane its on, and if your on the same plane of existence you know in which direction the bee is in.
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Healing Flutter:
1st-level, conjuration
Level: Druid 1, Sorcerer 1, Warlock 1, Wizard 1
Components: V, S, M (a living butterfly)
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You summon a rabble of butterflies within range. The butterflies will flutter around the nearest creature and will heal the creature for 1 hit point every minute. The butterflies can heal up to 10 hit points on each creature. Once its healed as much as it can the butterflies will move to the next nearest creature. Any sudden movements or attacks within 5 feet of the butterflies will cause the butterflies to dispell. The maximum the butterflies can heal each creature increases by 10 for each slot level above 1st used to cast this spell.
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Last edited by enby on Fri Sep 01, 2017 8:10 pm, edited 1 time in total.
Failed Cantrips [now as 1st level spells] (3 new spells)
Magic Bubble
1st-level abjuration
Level: Cleric 1, Druid 1, Wizard 1
Components: V, S
Casting time: 1 action
Range: self
Duration: Concentration, up to 1 hour
You create a 10 ft radius bubble around yourself. The bubble will keep out gasses and liquids, but will pop if over half of it is submerged in a liquid. The bubble will also adjust the ambiant temperature of an area by up to 100 degrees farhrenheit in an attempt to keep the temperature mild. Small flames and bits of dust are pushed aside or extinguished when brushing against the bubble.
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Mending (from the default spell book, really should be 1st-level ritual instead of cantrip)
1st-level transmutation ritual
Level: Bard 1, Cleric 1, Druid 1, Sorcerer 1, Wizard 1
Components: V, S, M (two lodestones)
Casting time: 1 action
Range: Touch
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch. This can physically restore a magic item or construct, but cannot restore the magical abilities to such items.
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Psychic Paper
1st-level illusion ritual
Level: Cleric 1, Wizard 1
Components: S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a parchment, giving it an illusionary effect. Any creature that looks at the parchment while the spell is active must make an Intelligence saving throw. On a fail, the creature sees whatever it expects to see.
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Last edited by enby on Sun Sep 03, 2017 11:15 pm, edited 1 time in total.
Power Word Wound:
Evocation cantrip
Level: Bard 0, Cleric 0, Sorcerer 0, Warlock 0
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range having at least half of its hitpoints remaining instantly takes 2 damage. This spell can not damage a creature below half its health.
At 5th level this spell deals 4 damage, 6 damage at 11th level, and 8 damage at 17th level.
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Power Word Blind:
8th-level enchantment
Level: Bard 8, Warlock 8, Sorcerer 8, Wizard 8
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. The creature is Blinded. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer blinded.
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Power Word Charm:
9th-level enchantment
Level: Bard 9, Warlock 9, Sorcerer 9, Wizard 9
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. If the creature has less charisma than your spell casting modifier it is charmed, otherwise it must make a Charisma saving throw, on a failed save the creature is charmed. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer charmed.
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Power Word Deafen:
4th-level enchantment
Level: Bard 4, Warlock 4, Sorcerer 4, Wizard 4
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. The creature is deafened. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer deafened.
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Power Word Petrify:
9th-level enchantment
Level: Bard 9, Warlock 9, Sorcerer 9, Wizard 9
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. If that creature has 150 or fewer hit points, it is petrified. If the creature has more than a hundred hit points it must make a Charisma saving throw, on a failed save the creature is petrified. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer petrified.
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Power Word Knock Prone:
5th-level evocation
Level: Bard 5, Warlock 5, Sorcerer 5, Wizard 5
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. The creature is knocked prone.
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Power Word Exhaust:
9th-level enchantment
Level: Bard 7, Warlock 7, Sorcerer 7, Wizard 7
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. If the creature has less than 5 levels of exhaustion, it gains 1 level of exhaustion.
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Power Word Poison:
6th-level enchantment
Level: Bard 6, Warlock 6, Sorcerer 6, Wizard 6
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. The creature is poisoned. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer poisoned.
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Power Word Incapacitate:
9th-level enchantment
Level: Bard 9, Warlock 9, Sorcerer 9, Wizard 9
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. If that creature has 150 or fewer hit points, it is incapacitated. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer incapacitated.
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Power Word Frighten:
7th-level enchantment
Level: Bard 7, Warlock 7, Sorcerer 7, Wizard 7
Components: V
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You target one creature within range. If the creature has less charisma than your spell casting modifier it is frightened, otherwise it must make a Charisma saving throw, on a failed save the creature is frightened. On each of its turns the creature makes a Constitution saving throw. On a successful save, the creature is no longer frightened.
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You summon an item in your hand worth no more than 10 gp. If the item is moved more than 100 feet from you it returns to its place of origin. This spell cannot call upon a specific instance of an item. For example: you cannot summon that shortsword Togar is holding, rather you summon a random shortsword from somewhere in the multiverse.
The maximum value of the summoned item increases by 10 gp for each slot level above 1st used to cast this spell.
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Form Construct
2nd-level transmutation
Level: Wizard 2
Components: V, S
Casting time: 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Out of objects and materials in the environment or area you form a small construct of CR1 or lower. It will follow your commands and is considered friendly toward you.
If a 4th-level or 5th-level slot is used the construct will be medium sized and have CR2 or lower; large and CR3 or lower with a 6th-level or 7th-level slot; and huge CR4 or lower with an 8th-level or 9th-level slot.
Target size small or smaller is visably marked for the next 24 hours, the inks used to cast this spell are consumed. An action may be taken by you or someone else to clean off the mark. If the target is on the same plane of existence, While the mark remains, you may use an action to summon the target to an unoccupied space next to you.
Target may be 1 size larger for each slot level above 2nd used to cast this spell.
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Teleportation Glyph
4th-level enchantment
Level: Wizard 4
Components: V, S, M (incense and powdered diamond worth at least 200 gp)
Casting time: 1 hour
Range: Touch
Duration: Until dispelled or triggered
You inscribe a glyph on a surface or object. The Glyph can only be seen by the caster and creatures with true sight. You may trigger the glyph as an action provided you are on the same plane of existence as the glyph. When triggered you may choose 2 willing creatures within 10 feet of you to teleport to an unoccupied space within 10 feet of the glyph (one of the creatures may be yourself if you so choose). After being triggered the glyph is destroyed. While the glyph remains the spell slot used to cast this spell remains expended and can not be recovered. You may dispell the glyph at anytime as an action, destroying it.
You may teleport an additional 2 willing creatures for each slot level above 4th used to cast this spell.
You summon a totem on an unoccupied space within range. It has 10 hit points and 10 AC. The totem may maintain a concentration spell for you until destroyed. The effect of the concentration spell must be within 300 feet of the totem.
The totem has an additional 10 hit points for each slot level above 4th used to cast this spell.
You may selectively enchant any stone material within range. Choose one of the following enchantments to apply. If the enchantment is extended over a period of 30 days the effect becomes permanent. The magical effect can be destroyed if its subjected to an antimagic field for a period of 24 hours.
Glowing. The stone glows dimly emitting a dim light up to 5 ft away. If a 4th level or higher spell slot is used to cast this spell you can choose the colour of the light emitted, additionally you can choose to have the stone only glow for a set period of time whenever it is stepped on. For each spell slot level above 3rd used to cast this spell you can increase the distance the stone dimly emits light by 5ft.
Slowing. The stone becomes rough terrain
Hasten. 4th-level or higher spell slot: Any creature moving over the stone gets 1 free foot of movement for every foot it moves.
Teleportation Proof. 4th-level or higher spell slot: Creates can't teleport through the stone.
Durable. 4th-level or higher spell slot: The stones damage threshold is increased by 10 over its base damage threshold, and it gains an additional 10 damage threshold for each spell slot level above 4th used to cast this spell. If a 9th level spell slot is used to cast this spell the stone becomes indestructable.
Damaging. 4th-level or higher spell slot: A creature moving over or ending its turn on the stone must make a Constitution saving throw, on a failed save the creature takes 1d4 damage, and half as much damage on a successful save. When casting the spell you choose the type of damage dealt: fire, lightning, piercing, or poison. If this spell is cast with a 5th level spell slot the damage is increased to 1d6, 1d8 with a 6th level spell slot, 1d10 at a 7th level slot, 1d12 at an 8th level spell slot, and to 2d6 when cast using a 9th level spell slot.
Healing. 5th-level or higher spell slot: A creature with at least 1 hit point remaining heals 1 hit point when it ends its turn on the stone. The amount healed increases by 1 for each spell slot above 5th used to cast this spell.
Animate. 5th-level or higher spell slot: You may choose to have the stone move by a preset condition or willingly by touch using a creatures concentration. Multiple creatures trying to control the stone must win in a Charisma contest in order to take control. The stones movement speed is 5 ft, increasing by 5ft for each spell slot level above 5th used to cast this spell.
Gravity Field. 6th-level or higher spell slot: a creature that steps on the stone has its gravity oriented toward the stone until it steps off of the it.
Levitation. 7th-level or higher spell slot: you may choose to have the stone frozen in place or have it float freely able to support up to twice its own weight.
Planar Lock. 8th-level or higher spell slot: no inter-planar portal can be sustained within 30 ft of the stone. 60 ft if a 9th level spell slot is used to cast this spell.
Antimagic. 9th-level or higher spell slot: in a 30-foot area magic does not function. Spell's can't be cast, summoned creatures disappear, and magic items become mundane within the sphere. Spells are suppressed within the sphere, but still consume their duration, resumed when leaving the area of the stone. Artifacts and deity magic are unaffected, the Spell Antimagic Field may be cast in the area, and Enchant Stone can be cast again on the stone at a 9th level spell slot to extend the antimagic effect for another 24 hours.
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Last edited by enby on Sun Aug 06, 2017 8:15 pm, edited 1 time in total.
You take 10 hit points of damage and gain 10 temporary hit points. If you lose all your temporary hit points before the spell ends, you are knocked prone and you may use your concentration until the spell ends to supress all your life signs as if you were dead. While concentrating in this manner you do not need to breath.
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Blood Weave:
2nd-level necromancy ritual
Level: Sorcerer 2, Warlock 2, Wizard 2
Components: V, S, M (a pint of blood)
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You bring to life up to 2 pints of blood and can control it as long as a trail leads back to your hand. The blood must be within 30 feet to control. You have 5 ft of blind sight with the blood and can manipulate objects weighing less than 1 lb with the blood.
With a 4th or 5th level slot you can control up to 4 pints of blood up to 60 and manipulate objects weighing less than 2 lb. a 6th or 7th level slot 8 pints, 120 feet, and 4 lbs. 8th or 9th level slot 16, pints 240, feet and 8 lbs.
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Deathly Chill:
6th-level necromancy ritual
Level: Bard 6, Cleric 6, Warlock 6
Components: V, S
Casting time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
For the duration of the spell creatures you choose within range drop to 0 hit points if they go below 10 hit points. This does not effect creatures while they remain undamaged.
For each spell slot level above 6th used to cast this spell the floor to be taken to 0 hit points is increased by 10.
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Shadowy Echo
2nd-level necromancy ritual
Level: Bard 2, Warlock 2
Components: V, S, M (a drop or more of your blood)
Casting time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
You may sacrifice an amount of your hit points which will be given to a shadowy echo of yourself having the same ability scores as you, movement speed armour class, and will have a non-magical weapon equivalent to the one you are weilding if any. The echo forms within range on an unoccupied space. As a bonus action you can move the echo and also attack or manipulate an object using the echo. The echo has resistance to all types of damage and can not be healed. You may cast spells through the echo. The echo must stay within 120 feet of you or become dispelled.
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Last edited by enby on Tue Aug 15, 2017 8:44 pm, edited 1 time in total.
You must use an action on your turn to maintain the Repulsion Barrier, or it is dispelled at the end of your turn. The repulsion barrier can absorb up to 40 incoming damage. When repulsion barrier is dispelled you release a 15 foot radius shockwave dealing force damage equal to the amount it absorbed, creatures may take a constitution saving throw to take half damage. If the repulsion barrier absorbs more damage than it can handle it is destroyed and you take all the absorbed damage, there is no shockwave.
The repulsion barrier can absorb 10 more damage for each slot level above 4th used to cast this spell.
You make a ranged spell attack with advantage dealing 1d4 force damage on hit. You may forgo the advantage to increase the spells range to 300 ft, you may cast Magic Arrow with disadvantage increasing its range to 600 ft.
Make a ranged spell attack. On hit, the target takes 1d6 force damage. If you cast this spell as an action, regardless of hitting you may use a bonus action on your turn to cast Pummel again. Being a ranged spell attack, you have disadvantage against targets within 5 ft.
This spells damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th level.
You shoot a bolt of force in a straight line piercing through targets. All creatures hit by the magic bolt must make a Dexterity saving throw. On a failed save they take 2d8 force damage, and no damage on a successful save.
For each slot level above 1st used to cast this spell the range increases by 5 ft and the damage increases by 1d8.
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Last edited by enby on Tue Aug 15, 2017 8:47 pm, edited 1 time in total.
Creature within range must make a 10 DC Dexterity saving throw, On Fail the creature is blinded until the start of its turn
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Growth:
3rd-level transmutation ritual
Level: Bard 3, Druid 3
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a plant, for every second you maintain this spell, the plant experiences a years worth of growth.
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Wall of Vines:
4th-level conjuration
Level: Druid 4
Components: V, S
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous or Concentration, up to 10 minutes
You create up to ten (10) 10ft tall, 5ft by 5ft tangles of vines in unoccupied spaces within range. You may choose to make the vines permanent or you can maintain them with concentration, disapearing when you stop. the tangles of vines each have 10 hit points and 0 AC.
For each slot level above 4th-level used to cast this spell each tangle of vine has 10 additional hit points.
in a 30 foot radius plants perk up, clouds clear, the temperature becomes moderate. Water clears or rises to the surface into a pool. Resting within the Oasis is much faster. Short rests take 10 minutes.
You concentrate the power of nature onto a target within range. The targeted creature must make a Dexterity saving saving throw, on fail the creature takes 1d10 damage. The type of damage depends on the environment, if multiple apply, you may choose the type of damage the target receives. If none of these environments apply the spell fails.
This spell's damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Poison damage.
Thick Forest or Jungle, this includes a target standing in the Entangle spell's area of effect.
Lightning or thunder damage.
Stormy Weather
Fire damage.
The sun is visible in the sky, unobscured by clouds. Alternatively creatures within range of the Daylight spell. Also, temperatures of 90 degrees Fahrenheit or higher will allow casting Channel Nature with fire damage.
Radiant damage.
The moon is visible in the sky, unobscured by clouds. Alternatively creatures within the area of effect of the Moonbeam spell.
Cold damage.
Temperatures 32 degrees Fahrenheit or lower.
Force damage.
Strong wind, 25 miles per hour or higher.
Acid damage.
natural caves.
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Conjure Tree
2nd-level conjuration
Level: Druid 2
Components: V, S
Casting time: 1 action
Range: 30 feet
Duration: 1 hour or Instantaneous
You conjure a 30 foot tall, 5 foot diameter tree on an unoccupied space within range. You may choose to have the tree disapear after one hour or remain permanently.
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Last edited by enby on Tue Aug 15, 2017 8:49 pm, edited 1 time in total.
A bloodied creature you touch is healed for 1d4 hit points. This has no effect on undead or constructs, and must be cast on a bloodied creature with at least 1 hit point.
At 5th level this spell heals 1d6 hit points, 1d8 at 11th level, and 1d10 at 17th level.
You must stay within range of the target throughout the entire time of casting, otherwise the spell fails. For the duration of the spell whenever the target creature speaks about you, you feel a small sensory effect of your choice such as an urge to snease, a tingling of the fingers, the smell of fresh flowers.
You may target a creature on the same plane of existence regardless of distance if it is already being effected by Gossip Keeper.
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Reproach:
Abjuration cantrip
Level: Cleric 0
Components: V
Casting time: 1 reaction, in response to being damaged
Range: 5 feet
Duration: Instantaneous
You shout at a creature in range that just damaged you. It is struck with a radiant wave. On hit, the target takes 1d8 radiant damage.
Reproaches range increases to 10ft at 5th level, 20ft at 11th level, and to 30ft at 17th level.
You kiss or rub your trinket for good luck. You add 1 to your next ability check or attack roll. If the ability check or attack roll fails you recover the spell slot used to cast this spell.
For each slot level above 1st used to cast this spell you add 1 more to the ability check or attack roll.
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Judgement:
7th-level evocation
Level: Cleric 7
Components: V, S
Casting time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You rain down jugement from above. For the duration of the spell each creature you choose at the start of their turn (within range) must make a Dexterity saving throw. On a failed save they take 6d8 radiant damage, and half as much on a successful save. To continue raining down judgement you must use an action on each of your turns to sustain the spell.
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Bestow Power:
3rd-level evocation ritual
Level: Cleric 3, Warlock 3, Sorcerer 3
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 8 hours
You grant a creature you touch the ability to cast one of your spells for the duration. They must expend a spell slot to cast the spell if it is 1st-level or higher. The creature can also attempt to use your spell slots to cast any spell it knows, if you are willing. You are given a telepathic message what spell they are attempting to use and at what slot level when they attempt to use your spell slots.
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Divine Symbol
5th-level transmutation
Level: Cleric 5
Components: V, S, M (Materials worth at least 20 gp)
Casting time: 1 minute
Range: Touch
Duration: Instantaneous
You create a small pendant, brooch, or symbol representing your faith out of the materials (consuming them). You can see through the item and cast spells through it. While the item remains intact the spell slot used to cast this spell remains expended and cannot be recovered. You may destroy the item as an action.
You enchant a shrine or altar with a spell you know of 1st level or lower. Once per day the altar can cast the spell in a pre-programmed manner, triggered either by touch or a creature praying at the shrine. You can determine what sort of creature can trigger the spell. If the shrine/altar is re-enchanted with Create Shrine the previous enchantment is removed.
If this spell is cast with an 8th level spell slot you can enchant the shrine with a 2nd level or lower spell slot, and 3rd level or lower if cast with a 9th level spell slot.
You summon a divine deligate to act out tasks for you, the deligate is intellegent and can understand complex tasks a human or other sophisticated race would be able to accomplish. The deligate will not engage in combat and will stay within 1 mile of its summoned location. While the deligate remains summoned the spell slot used to cast this spell remains expended and cannot be recovered. You may dismiss the deligate as an action.
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Last edited by enby on Tue Sep 05, 2017 10:45 am, edited 1 time in total.
You teleport 5 feet in a direction you choose, into an unoccupied location.
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Immovable Rod:
Abjuration cantrip
Level: Wizard 0
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You create an immovable rod of force in front of your hand. It may be up to 5 feet long and up to 3 inches thick. The Rod ignores gravity and can hold up to 2,000 pounds of weight; any more weight and your concentration breaks. A creature can use an action ot make a DC 30 Strength check, breaking your concentration.
At 5th level the rod can hold up to 4,000 pounds. 6,000 pounds at 11th level. And up to 8,000 pounds at 17th level.
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Telescope:
Divination cantrip
Level: Druid 0, Sorcerer 0, Warlock 0, Wizard 0
Components: S
Casting time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour
Your vision zooms in as close as you like to a point you can see.
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Glimmer:
Enchantment cantrip
Level: Bard 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Up to 8 hours
You enchant an object to have some sort of magical cosmetic effect. You can make the object reflective like a mirror. Play a moderate to quite sound constantly, when in motion, or with some other trigger. Glow like a light saber or be coated in illusory flames, immitting a dim light in no more than a 5-foot radius. Or you can create some other cosmetic effect as approved by your DM.
You may cast Glimmer on an object again to end the cosmetic effect.
If you cast the same cosmetic effect on an item everyday for 30 days, you may choose to make the effect permanent, still removable by casting glimmer on the item once again.
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Record:
Illusion cantrip
Level: Cleric 0, Wizard 0
Components: V, S, M (a gemstone of any sort)
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You record what you can see and hear into a gemstone you are holding. You can then cast record again play back or overwrite the recording. You may choose to replay both the visual and auditory aspects of the recording or just one of them.
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Doll:
Necromancy cantrip
Level: Warlock 0, Wizard 0
Components: V, S
Casting time: 1 minute
Range: Touch
Duration: Concentration, up to 8 hours
You put life into an object no larger than 2 feet in any dimension. The new creature obeys your commands and can speak whatever languages you know. If the object is destroyed or broken the spell ends. The creature is too weak to do harm and can carry no more than 10 pounds. The creature hates its existence and if practical will attempt to fullfill your commands in a manner that will destroy itself. As long as it doesn't contradict your commands, the creature may also act in an attempt to spite you.
You create in your hand an object no larger than 3 inches in any dimension. It consists of a clay like material. It may be shaped into anything you would be able to sculpt.
The object's maximum size increases to 6 inches at 5th level, 1 foot at 11th level, and 2 feet at 17th level.
You create a small temperature effect. You can maintain a comfortable body temperature for 1 round, prevent yourself from burning when touching a hot object for a round, melt ice by touch, create small ice cubes in water, spark a fire, create a chill in a room for a round, or other such effects.
Tempermancies effects are minor and cannot, for example, allowing the caster to walk across water on ice cubes or swim in lava.
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Last edited by enby on Tue Sep 05, 2017 10:44 am, edited 1 time in total.
You conjure 60 feet of rope made out of a flexible and robust vine.
For each slot level above 1st used to cast this spell the length of rope doubles.
2nd-level: 120 ft
3rd-level: 250 ft
4th-level: 500 ft
5th-level: 1,000 ft
6th-level: 2,000 ft
7th-level: 4,000 ft
8th-level: 8,000 ft
9th-level: 3 miles
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Fey Arrow
2nd-level evocation
Level: Ranger 2
Components: V, S
Casting time: 1 bonus action
Range: Self
Duration: Concentration, up to 8 hours
Whenever you attack with a weapon that uses ammunition, you may create a magical piece of ammunition suitable for the weapon instead of using your normal ammunition. The weapon attacks damage is changed to force damage and is considered magical.
You conjure a dagger made from an otherworldly grass. The dagger deals 1d6 piercing damage on hit and has the finesse, light, and thrown properties (range 20/60 feet). When thrown, after hitting a target or landing on the ground, the dagger teleports back into the throwers hand.
For each slot level above 1st used to cast this spell you summon an additional grass dagger.
You conjure sword made from an otherworldly grass. The sword deals 1d10 slashing damage on hit and has the versatile (1d12), finesse, and light properties.
If this spell is cast with a 3rd level spell slot the sword remains for 8 hours; 24 hours if cast with a 4th level spell slot.
You conjure a bow made from an otherworldly grass. The bow deals 1d10 piercing damage on hit and has the heavy and two handed properties, the bow magically creates its own arrows for ammunition and has a 150/600 foot range.
If this spell is cast with a 4th level spell slot the sword remains for 8 hours; 24 hours if cast with a 5th level spell slot.
You shout out a catch phrase and take advantage on your next action. If the phrase doesn't make any sense in the situation the DM may choose to have the spell fail.
You create a ward around yourself and set a trigger condition for it. You can store up to a 1st level spell or cantrip that you know in the ward to be cast when the ward is triggered. The stored spell must have a cast time of instantaneous.
The maximum level of spell slot increases by 1 for each slot level above 1st used to cast this spell.
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Adjournment:
3rd-level abjuration
Level: Warlock 3, Wizard 3
Components: V, S, M (a rock crystal [clear quartz] worth at least 50 gp)
Casting time: 1 action
Range: Self
Duration: Instantaneous
Until the start of your next turn you are invulnerable to all damage and are not effected by any enchantments for the duration. On the start of your next turn you are stunned and are weak to all types of damage, this lasts until the start of your turn after this. The rock crystal is consumed after casting this spell.
You send an item weighing no more than 10 pounds to any creature with which you are familiar. The item can move across any distance and even to other planes of existence. But, there is a 5% chance the item gets lost in the astral plane if the recipient is on another plane of existence.
You switch locations with a creature you can see within range. If the creature is not willing it may make a Wisdom saving throw to cause the spell to fail.
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Portal:
3rd-level conjuration
Level: Wizard 3
Components: V, S
Casting time: 1 action
Range: Sight
Duration: Concentration, up to 10 minutes
You create a blue or orange blob of energy from your hand that travels 120 feet per round (1200 feet per minute), moving toward a position you can see. On contact with a flat surface the blob forms a portal based on the colour of the blob. The portal measures 10 feet tall and 5 feet wide. As an action you may create another blob as before. The blue and orange portals are linked allowing travel between them. If you create two or more portals of the same colour the older of the two disapears.
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New cantrips for each school of magic [Batch #4] (8 cantrips)
Skim:
Divination cantrip
Level: Cleric 0, Warlock 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You thoroughly read over some writing you are touching at about 300 words (~1 page) per second. You maintain all the knowledge you collect from this spell until you cast Skim again your take a long rest.
You take on any number of small cosmetic changes such as eye liner, softened/roughened hair, dyed hair, eye colour change, finger nail polish, bruises, makeup, and so on.
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Head-up Display:
Illusion cantrip
Level: Wizard 0
Components: V, S
Casting time: 1 action
Range: Self
Duration: until dispelled
You create an illusory effect only you can see that moves with you or is invisible until you try to look at it in which case it stays still or reapears. It can record information by thought or track simple things automaticly such as how many steps you take. It can include a timer or a clock. The illusion can even use your sense of direction to create a miniature map of an area and your possition in it, though it will be in error as much as you are. If you have certain devices on you the illusion can also display other information such as an actual map, a compass, or another creatures location if you have some means to locate it such as a stone of far speech.
You conjure an item worth no more than 1 copper piece.
At 5th level you can conjure items worth 5 copper pieces, worth 2 silver pieces at 11th level, and you can conjure items worth 1 gold piece or less at 17th level.
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Pause:
Abjuration cantrip
Level: Sorcerer 0, Warlock 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You freeze time in a 1-foot diameter area. Objects only partially in the area are uneffected.
You may concentrate on this spell for 10 minutes at 5th level, 1 hour at 11th level, and for up to 8 hours at 17th level.
You enchant an item to follow a simple routine. It gains a movement speed of 5 feet and can lift up to 1 pound.
At 5th level the duration increases to 10 days, 30 days at 11th level, and 1 year at 17th level.
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Decay:
Necromancy cantrip
Level: Druid 0, Warlock 0, Wizard 0
Components: V, S
Casting time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
An object or creature you touch ages 10 minutes a second (10 hours a minute). The creatures/objects age can be restored with a lesser restoration spell.
You can create small elemental effects by touch such as fog on a window, a trail of frost, a puff of snow or smoke, a vibration, a rash or itchy spot on a creatures skin, a spark of fire or static spark, or a minuscule flame or a tiny continuous spark. You can make your touch acidic by touch able to melt through 1/6th of an inch of wood per second or an inch of stone per minute. You cannot melt though metals. If you choose to make an attack with Chromatic Touch you can have a creature you touch make a Constitution saving throw, on fail taking 1 cold, fire, electricity, acid, poison, or thunder damage (your choice).
The damage increases to 2 at 5th level, 3 at 11th level, and to 4 at 17th level.
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