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Spells

Magics of Talerand

The world of Talerand contains magics both familiar and foreign.  During your travels you may find additional spells and powers granted by Zul'Zaer or other powerful beings. 

Cantrips

Aether Link

Enchantment Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute


You contort the powers of chaos and link yourself and a creature within range with the powers of the Aether.  The target of this spell makes an Intelligence saving throw.  On failure, you and the creature are afflicted with Chaos Blight for the duration of this spell. 


Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard

Amuse

Enchantment Cantrip

Casting Time: 1 action

Range: 15 feet

Components: V, S

Duration: 1 Round


You gaze at a creature within range and compel them to observe you thoroughly.  The target makes  Wisdom saving throw against your effect and if they fail, their speed is reduced to 0 for the duration.  If the distance between you and the target creature is ever greater than the range of this spell, it's effect is broken.


Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard

Blight Blade

Necromancy Cantrip

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous


You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range of your melee weapon.  On hit the target suffers the weapons normal effects and the target has his life force drawn out of them.  The target takes 1d4 necrotic damage and heals the caster for the half of that amount rounded up.   


At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 


Spell Lists: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Caustic Spray

Evocation Cantrip

Casting Time: 1 action

Range: Self (10-foot cone)

Components: V, S

Duration: Instantaneous


As the last words of the incantation of this spell are uttered, a spray of acid emits from your mouth.  All creatures in a 10' cone in front of you, must make a Dexterity saving throw.  On failure, creatures and unattended objects take 1d4 acid damage and are corroded.


At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Crystalize

Evocation Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous


You extend your hand as an icy rime coats your extremity and freezes the target.  Make a melee spell attack against the target. On a hit, the target takes 1d6 cold damage and is frozen. 


At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Draw

Conjuration Cantrip

Casting Time: no action

Range: Self

Components: S

Duration: Instantaneous


As part of preparation for casting this spell a weapon must be marked for use with this spell.  Up to 3 weapons can be marked in this way.  A marked object can then be automatically called to the casters hand with a flick of the wrist.  This ability requires no action on the part of the caster and thus they can use a free action to stow or draw another object.  The weapon must still be stored on the caster in order to be called. 


Spell Lists: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Glimmer Assistance

Abjuration Cantrip

Casting Time: 1 reaction

Range: 30 feet

Components: S

Duration: Instantaneous


When an ally within range of this spell is subject to an ability that would require a saving throw, you may add a +1 bonus to that save as a reaction.  Glimmerhaven students learn this spell first as an important lesson that the group is stronger when they work together. 


Spell Lists: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Ignite

Evocation Cantrip

Casting Time: 1 action

Range: touch

Components: V, S

Duration: Instantaneous

 

You wreathe your hand in fire and attempt to strike your target.  Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage and the target is ignited.


At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Spell Lists: Artificer, Druid, Warlock, Wizard

Infect

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

 

 You fill your body with Necromantic energy, taking some of your life force and corrupting it to infect another creature.  Upon completion of the casting of this spell you take 1d4 Constitution damage and a creature rolls a Constitution saving throw.  On failure apply a number of stacks of corruptive seal equal each point loss.  The Constitution damage recovers after a rest.


At Higher Levels.  This spell's number of targets increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).


Spell Lists: Artificer, Druid, Sorcerer, Warlock, Wizard

Lapse

Illusion Cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

 

You cause a memory of a target to be misremembered.  You can only change a single thing in the memory and if other memories conflict with the newly planted one the target can roll an insight check to know that the memory is being misremembered.  Examples of this effect would be like "Rob stole my red wagon" you could change it to "Tim stole my red wagon" or "Rob owns my red wagon".  When this effect is cast, the target makes a Wisdom save to negate the effect.  Any attempts to use this spell to acquire an object in value greater than 10 gold automatically fails.  You can only cast this spell once per target every 24 hours.  The GM makes final calls on the utilization of this spell.


Spell Lists: Artificer, Sorcerer, Wizard

Plasma Bolt

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

 

You collect lightning and fire and combine them in your hand before launching it towards your target. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire and 1d4 lightning damage.  Flammable objects struck by the attack ignite. 


At Higher Levels.  This spell's fire and lightning damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 


Spell Lists: Artificer, Sorcerer, Wizard

Repeat

Transmutation Cantrip

Casting Time: 1 action

Range: self

Components: V, S

Duration: Instantaneous

 

You repeat an ability that you have copied with one of your leveled spells.   Attacks and saving throws use either your spellcasting DC and modifier or the creatures, whichever is lower.  In order to use repeat your must expend fundamentum of the creature that you copied the ability from.  Harvesting fundamentum requires a survival check DC 5 for 1, DC 10 for 2 and DC 15 or higher for 3. 


At Higher Levels. At 5th level you can use the higher attack modifier, At 11th level you can use the higher DC, at 17th level you can add your casting ability modifiers damage if the effect deals damage 


Spell Lists: Artificer, Sorcerer, Warlock, Wizard

Static Snap

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

 

A crackling jolt arcs from a target you point at within range.  The caster makes a ranged spell attack (advantage on the attack roll if they are wearing metal armor).  On hit the target takes 1d8 lightning damage and has a -1 to attack and AC for the next round as their body has slight uncontrollable jolts.


At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)


Spell Lists: Artificer, Sorcerer, Wizard, Tempest Domain Cleric

Truest Strike

Divination Cantrip

Casting Time: 1 bonus action

Range: self

Components: V, S

Duration: Instantaneous

 

The Norolkin wizards are not typically not warriors, but originally when they were forced to fight, many of their warriors were using True Strike to get an advantage against their opponents.  However, Somnol saw the terrible design of this spell and decided to improve it.  Thus creating Truest Strike, meant to mock the original and perform better than its predecessor.  This spell grants advantage on the next attack made. 


Spell Lists: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Vruadorm's Charge

Evocation Cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Special

  

Those blessed by Vruadorm are able to channel his power.  Upon completion you open a portion of the veil at your location firing the pure essence of lighting in 5' X 5' line that deals 1d4 damage.  A creature in the line may make a dexterity save to take half damage.  Upon casting this spell you may choose not to release it.  If you choose not to release it, you may wait until the start of your next turn to release as an action and double the damage and range.


At Higher Levels. The spell's damage increases by 1d4 and range by 5' when you reach 5th level (2d4) and 10', 11th level (3d4) and 15', and 17th level (4d4) and 20' 


Spell Lists: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Zap

Evocation Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

  

As you complete the casting of this spell a flashing light arcs from your finger tip to a target you can see.  The creature must succeed a Dexterity saving throw or take 1d4 lighting damage and be shocked for 1 round.


At Higher Levels.  This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Level 1

Bone Blade

1st-Level Necromancy 

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (Must be cast by a creature who has bones)

Duration: Instantaneous

  

You cause a growth of bone to sprout from you and launch towards your target.  Roll a ranged spell attack against the target and if it hits, the target creature takes 3d6 piercing or necrotic (your choice).  Additionally the creature cannot benefit from healing until the start of your next turn. 


At Higher Levels.   When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 


Spell Lists: Sorcerer, Warlock, Wizard

Chaos Affliction

1st-Level Enchantment 

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute

  

You afflict a target within range that you can see with the chaotic powers of the Aether.  A target creature you can see must roll a Wisdom saving throw or be afflicted with Chaos Blight. Each round the affliction will jump to a creature within 10' who must repeat the save.  If there are no creatures in range, it instead forces the creature to roll on the Chaos Blight table at disadvantage.  A creature who successfully saves is still afflicted, but does not suffer the effects of Chaos Blight.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, this spell targets 1 additional creature.


Spell Lists: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

Copy

1st-Level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

  

You attempt to copy a natural ability of a creature you can see (bite, claw, tail swipe, poison, spines, etc [consult your DM for specificity]).  In order to copy the ability though you must understand the creature well enough to be able to even attempt to do so.  Prior to the attempt the following knowledge check must be made in order to copy an ability.


Fiend/Celestial/Undead: Religion DC 10 + Creatures CR

Giants/Humanoids/Monstrous Humanoids/Construct: History DC 10 + Creatures CR

Dragon/Aberration/Ooze/Elemental: Arcana DC 10 + Creature CR

Plants/Fey/Monstrosity/Beast: Nature DC 10 + Creature CR


At the time of the check the DM will determine what abilities if any can be copied and what spell slot is necessary to copy the spell.


Spell Lists: Artificer, Sorcerer, Warlock, Wizard

Crawling Death

1st-Level Necromancy

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous

  

This spell creates a crawling claw as a servant.  Choose a corpse of a medium or small humanoid within range.  Your spell severs a hand off the corpse and imbues it with a foul mimicry of life.  On each of your turns you can use a bonus action to mentally command any creature you made with this spell if the claw is within 60 feet of you (if you control multiple creatures, you can command or control any of them at the same time, issuing the same command to each one).  Otherwise this spell functions the same as animate dead.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over two additional claws. Each of the creatures must come from a different corpse.


Spell Lists: Sorcerer, Wizard

Glimmer Premonition

1st-Level Divination

Casting Time: 1 action

Range: touch

Components: V, S, M (Any object that sparkles when a light is shone on it)

Duration: 1 hour

  

At the end of the incantation your connection to the cosmos strengthens.  For the duration of the spell choose one skill that the target is proficient in.  Any time the chosen skill is used, it gains advantage on the roll. 


Spell Lists: Artificer, Cleric, Wizard

Lightning Rod

1st-Level Evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Special

  

As you cup your dominant hand like scooping sand off the ground, a sudden discharge of electrical energy grounds itself into an enemy of choice within range.  The creature must succeed a Dexterity saving throw vs. your spell save or take 2d6 lightning damage and become charged for 1 round.  The creatures hair stands up on end and an small flits of light spark off of their body.   You can choose to concentrate on this spell as a bonus action and if you do you can cause small amounts of ambient electrical energy to pulsate inside the target creature.  The target creature must succeed a 2nd saving throw or become paralyzed for 1 round. 


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 


Spell Lists: Sorcerer, Wizard

Mirage

1st-Level Illusion

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: 1 round

  

You create an illusory duplicate of yourself.  This duplicate appears adjacent to you and can be directed to move up to the spells range.  If enemies cannot determine which is the real you with an insight check equal to your spell save DC, they will act as though the duplicate is you making opportunity attacks, pursuing, etc.  At the beginning of your next turn or if your duplicate is struck, it disappears.  The duplicate has an AC of 10 + Dexterity Modifier.  


Spell Lists: Artificer, Bard, Sorcerer, Wizard

Re-Position

1st-Level Conjuration

Casting Time: 1 reaction

Range: 5 feet

Components: V

Duration: Instantaneous

   

You swap places with a creature within 5' of you, when you or the target are struck by an attack.  If the target is unwilling they roll a Wisdom save to prevent the effect.  When this occurs, if either the caster or its target were to be the target of an attack or affect that only affects them, they switch to the caster or targeted creature instead.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the swap increases by 5'


Spell Lists: Paladin

Shamara's Anticipation

1st-Level Divination

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute

   

When you cast this spell you create 3 starlight motes above your head and point to the designated creatures that they will travel to.  A creature may only have one mote at a time.  The motes provide brief insight into future possibilities which the wielder can use to change an otherwise guaranteed outcome.  During this spells duration a creature with a mote can expend it to force a creature to reroll an attack against you. Alternatively you can expend a mote to reroll a save you just failed. 


Spell Lists: Bard, Cleric, Druid, Wizard School of Divination

Snowfall Smite

1st-Level Evocation

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

   

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon is coated with icicles that extend down the blade or barb the head of a blunt weapon, and your attack deals an extra 1d6 cold damage to the target. The target then must make a Constitution saving throw or be afflicted with the frozen condition.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 1d6 for each slot.


Created by Mirek Malidictus, Knight of Carzughaz and hand of Yasefein


Spell Lists: Paladin

Veil Protection

1st-Level Divination

Casting Time: 1 reaction

Range: Self

Components: V

Duration: Instantaneous

   

Upon being struck with an attack, as a reaction you grant damage resistance matching the damage dealt.


Spell Lists: Artificer, Bard, Cleric, Druid, Wizard

Who I Am

1st-Level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (A drop of your own blood, freshly drawn)

Duration: Concentration, up to 1 minute

   

Upon completion of casting this spell, you gain some insight into your own being.  For the duration, you gain a +2 to the ability score that was increased the most at the time of choosing your race.  If it was an even distribution you can choose 1 to increase by +2 instead.  You must then choose another ability score to subtract 2 from.


Corrupted: As part of casting this ability you can choose to recite the 2nd part of the verbal component of this spell which corrupts it and then consume the drop of blood.  If you do so the normal effect takes place but you also take an additional -2 to the ability score you chose.  You then are granted a racial feature from another race.  This feature must be from a humanoid race.


Spell Lists: Artificer, Cleric, Warlock Wizard

Level 2

Arcing Flare

2nd-Level Evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a piece of fine filament made from a conductive metal)

Duration: Concentration, up to 1 minute


Upon completion of the casting of this spell you glow in a writhing bright colors of your choosing.  While you maintain concentration on this spell, once per turn when you deal lightning damage to a creature, you may force that creature to make a dexterity saving throw against your spell DC or become ignited.  Alternatively when you deal fire damage, you can instead force a creature to make a constitution saving throw or be teleported 10' in any direction.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may also cause other creatures spells to apply the same effects


Spell Lists: Artificer, Druid, Sorcerer, Wizard

Conflagration Blade

2nd-Level Evocation

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

   

You touch a weapon. Until the spell ends, that weapon becomes wreathed in flames that causes your attacks to apply the burning condition. 


Spell Lists: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Corrosive Shell

2nd-Level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (A vial of acid)

Duration: 1 round

   

As you finish the somatic component of this spell a shell of acid engulfs a creature you target within range.  The target takes 4d4 points of acid damage and the target is corroded.  Creatures may make a dexterity save to halve the damage and prevent the corroded effect.


Spell Lists: Artificer, Bard, Sorcerer, Wizard

Defensive Degeneration

2nd-Level Evocation

Casting Time: 1 bonus action

Range: self

Components: V, S

Duration: Concentration, up to 1 minute

   

You pull the material organic or otherwise from creatures and objects you corrode to reinforce yourself and your weapons.  For each stack of corroded you afflict you gain +1 to Armor Class and weapon attacks up to +5 as you pull the corroded material to you to reinforce your body and weaponry. 


Spell Lists: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

Disfigure

2nd-Level Necromancy

Casting Time: 1 action

Range: 60 Feet

Components: S

Duration: Concentration, up to 1 hour

   

You pull the essence of decay to you and out towards a creature within range.  The target creature must roll a Constitution saving throw or have its features morphed hideously.  This can take the appearance of boils, discoloration, oozing postules, and other gruesome features.  The target has disadvantage on all persuasion, intimidation, and deception checks for the duration.  


Spell Lists: Artificer, Sorcerer, Wizard

Frost Edge

2nd-Level Evocation

Casting Time: 1 bonus action

Range: touch

Components: V, S

Duration: Concentration, up to 1 minute

   

You touch a weapon. Until the spell ends, that weapon becomes coated with a permafrost that causes your attacks to apply the frozen condition. 


Spell Lists: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard

Magnetize

2nd-Level Evocation

Casting Time: 1 action

Range: 60 feet (15 foot square)

Components: V, S, M (An iron rod and piece of wool)

Duration: 1 round

   

You fill a 15' cube with static electricity causing snaps and crackling in the air.  Targets within this area are charged with electrical energy.  Until the start of your next turn, If the affected creature moves they take 2d8 lightning damage.  If two charged creatures are within 30 feet of each other at the start of your next turn, they must succeed a strength saving throw or be pulled 10' towards the closest charged creature and knocked prone, automatically taking the extra damage.  A creature wearing metal armor has disadvantage on the save.  


Spell Lists: Artificer, Sorcerer, Wizard

Shoulder Charge

2nd-Level Transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

   

Hunching down you recite the incantation of the warriors of Vaalstat.  Your body shines with a glossy metallic sheen for a brief moment as you burst forward in a straight line.  Those caught in the line are dealt 1d6 + Strength or Dexterity modifier bludgeoning damage and must roll a strength save or be knocked prone.  Movement from this spell does not provoke attacks of opportunity.


Spell Lists: Artificer, Bard, Sorcerer, Wizard

Split the Weave

2nd-Level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (A drop of your own blood)

Duration: 8 hours

   

You pull at the weave and infuse your life force with arcane energy.  For the duration you can cast spells without the need of an arcane focus or material components valued at less than 2 GP.  In addition spells you cast can have their damage type changed to necrotic or radiant if they deal fire, cold, lightning, thunder, or acid damage.

Corruption: You may as part of casting this spell roll 1d4+1 and subtract that total from your constitution for the duration.  If you do, you may add your ability modifier to the damage rolls once per casting of a spell. 


Spell Lists: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

Level 3

Align Properties

3rd-Level Transmutation

Casting Time: 1 bonus action

Range: Touch

Components: S, M (The item that you wish to take properties from and an item you wish to change the properties of)

Duration: Concentration, up to 1 minute

   

While grasping a material in your left hand you transpose it's properties to the weapon or armor you hold in your right hand.  If the object in your right hand is being held by another creature, the creature can make a Wisdom saving throw to avoid the change.  At the end of the spell the object automatically rematerializes and returns in its original condition prior to the casting of this spell.  The object held in the left hand must not be capable of causing direct harm to the person wielding the armor or weapon or the spell fails.

*Example a caster holds a grain of sand in his left hand while grasping a soldiers armor in his right, the caster finishes the spell and the soldier makes a save.  On failure the soldier's armor then turns into sand and falls harmlessly to the ground.*


Spell Lists: Artificer, Bard, Sorcerer, Wizard

Arcane Throw

3rd-Level Evocation

Casting Time: 1 action

Range: Special (20 foot cube)

Components: S, M (Gloves)

Duration: Instantaneous

   

You weave magic into throws you perform on your enemies.  Make a spell attack against a target within melee range.  If you succeed you grab them and infuse their body with arcane engergy, launching them up to 30' in a straight line.  At the end of the throw, any creatures within 20' of the tossed creature's destination must make a strength saving throw or take 4d6 thunder damage and be propelled 10' away from the thrown creature and knocked prone.  On successful saving throw a creature takes half damage and is not moved.  The initially thrown creature does not get to save and is only knocked prone at the end of their trajectory. 


Spell Lists: Bard, Wizard

Corrupting Blade

3rd-Level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (A shard from a sentient plague walker's blade)

Duration: Concentration, up to 1 minute

   

When you cast this spell, a yellowish glow envelops a weapon you touch.  For the duration attacks made with that weapon cause the target's struck to roll a Wisdom saving throw or be afflicted with the Corruptive Seal status. 


Corruption: At the time of casting this spell, the caster may choose to roll a 1d4+1 and take the amount rolled as constitution damage.  If this is done, the spell requires no concentration and lasts for 1 hour. 


Spell Lists: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Corpse Explosion

3rd-Level Necromancy

Casting Time: 1 action

Range: 60 feet (15 feet cube)

Components: V, S

Duration: Instantaneous

   

Target 1 corpse or an undead creature you control within range.  The corpse or undead detonates and is destroyed dealing 5d6 necrotic damage in a 15' radius and poisons those in the area for 1 minute.  Creatures may roll a dexterity save to half the damage and prevent the poison. 


Spell Lists: Artificer, Sorcerer, Wizard

Fascinate

3rd-Level Enchantment

Casting Time: 1 action

Range: Self (60 foot sphere)

Components: V, S, M (Any reflective object)

Duration: Concentration, up to 1 hour

   

When you cast this spell, you cause a spectacle of your choosing to affect a 60' area centered on yourself.  This can be fireworks, pictures, music, etc.  Creatures in the area must roll a Wisdom saving throw against your spell DC.  On failure they cannot pry their attention away from you and have disadvantage on perception, insight, investigation, and initiative rolls.  If the creature is targeted by a harmful effect or made aware by another creature of an imminent threat (an action), the effect is broken. 


Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard

Know thy Foe

3rd-Level Divination

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Special, 1 round

    

Upon completing the incantation for this spell, the target rolls a Wisdom saving throw.  On failure the caster learns one combat or emotional weakness, resistance, special ability (and whether that ability can be copied), and the current  hit points of the target.  Additionally the next time the target would take damage from any source you can bend the strands of fate causing them to take an additional 3d6 force damage.   


Spell Lists: Artificer, Sorcerer, Wizard

Lightning Bow

3rd-Level Evocation

Casting Time: 1 action

Range: Self

Components: V, S, M (Powdered gold dust worth 5 gp)

Duration: Concentration, up to 1 hour

    

At the completion of casting this spell a crackling bow  of pure electricity forms in your hand and may fire it the round you conjure it.  On each round while you maintain concentration on this spell, you may make a ranged spell attack using the bow dealing 2d8 + your casting modifier on hit.  The bow has a range of 60/300.  The bow can only be wielded by the caster and sits harmlessly across the wrists of the wielder while not in use.  When you make an attack with this bow, you may use a bonus action to allow the bow to be treated as normal longbow or shortbow for the purpose of features and effects. 


At Higher Levels. When this spell is cast with a level 5th level slot and every 2 levels thereafter it deals an additional 1d8 damage.


Spell Lists: Artificer, Sorcerer, Wizard

Open Ports

3rd-Level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 hour

    

You create two portals that are linked to each other within range that you can see.  These portals stay open for the duration and can be moved through by simply walking into them.  Any creature or object can pass through the portal.  Objects thrown through the portal maintain their velocity but travel only directly forward when exiting the portal.  If a creature walks through the portal and the other end is blocked, they simply step back out of the entrance they came through.  If one end of the portal comes in contact with an anti-magic field, a creature that enters the portal is randomly teleported somewhere within 120 feet. 


Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard

Paranoia

3rd-Level Illusion

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute

    

You target a creature within range and flood their senses with irrational belief in the danger that surrounds them.  The target will perceive that friends, foes, obstacles, and even items pose a threat.  After completing the casting of this spell, the target must make DC Wisdom save against your spell DC.  If they fail the save, the creature takes the dodge action on each of it's turns.  The creature also uses it's movement to move away from any creature until it is out of sight of them.  If the target cannot see any creatures, it repeats the save, breaking the effect if it succeeds.  During the effect of this spell anytime a creature would provoke an attack of opportunity, it does so regardless if the triggering creature is friend or foe. 


Spell Lists: Bard, Warlock

Ray of Plasma

3rd-Level Evocation

Casting Time: 1 Action

Range: 150 feet 

Components: V, S, M (A piece of flint and some wood shavings)

Duration: Instantaneous

 

A flash of electricity arcs between you and the target followed by a rippling wave that emits a loud boom when it reaches the target.  The target creature must make a Dexterity saving throw.  A target takes 5d6 fire damage and 5d6 lightning on a failed save, or half as much damage on a successful one.  A creature that has resistance to fire or lightning damage must be resistant to both or take fire/lightning damage normally from this spell.  A creature that has Immunity to fire or lightning damage must be resistant to both or take fire/lightning damage normally from this spell. 


 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. 


Spell Lists: Artificer, Sorcerer, Wizard

Reflect Projectile

3rd-Level Abjuration

Casting Time: 1 reaction

Range: 180 feet

Components: S

Duration: Instantaneous

 

When a projectile hits a target after you know the attack roll but before the damage has been announced, cause the projectile to reflect back at the attacker.  The attacker rolls a dexterity saving throw.  If the attackers save succeeds the projectile falls harmlessly to the ground within 5' of the attacker.  If they fail, the attacker takes damage equal to damage that would have been rolled for the hit.  This spell has no effect on spells or weapons that deal damage in an area.


Spell Lists: Artificer, Sorcerer, Wizard

Level 4

Freezing Terrain

4th-Level Evocation

Casting Time: 1 action

Range: 120 feet (30 foot cube)

Components: V, S

Duration: Concentration, up to 1 minute

    

You utter the sound of howling wind and an 30' cube within range is covered in frost and a freezing mist.  Creatures in the area take 2d6 cold damage and fall prone, or half damage and do not fall prone if they succeed a Dexterity saving throw.  A creature traveling through the mist takes 1d6 additional damage for each 5' traveled regardless if they failed or succeeded their save. The area is considered difficult terrain and creatures must repeat the save at the start of each turn.   


Spell Lists: Cleric - Last Rites Domain, Druid, Ranger

Glacial Rise

4th-Level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (A transparent sphere at least 1" in diameter)

Duration: Concentration, up to 1 minute 

    

Upon completion of the incantation of this spell, you create 3 pillars of ice.  Each pillar is 10' in diameter and up to 30' tall.  You can choose to have the pillars appear below yourself or other creatures.  If you choose to do so the creature may make a Dexterity saving throw to move away from the pillar.  Each turn you can choose to shatter one of the pillars as a bonus action, dealing 4d6 cold damage in a 15 radius, and afflicting them with the frozen condition.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 2d6 for each slot level above 4th.


Spell Lists: Druid, Sorcerer, Wizard

Greater Elemental Weapon

4th-Level Evocation

Casting Time: 1 bonus action

Range: touch

Components: V, M (a drop of water)

Duration: 1 hour

  

You touch a weapon as the target of this spell, that weapon become encompassed in an elemental energy of your choosing (Fire, Cold, Lightning, Thunder, or Acid).  For the duration when you successfully attack with that weapon, you deal an additional 1d6 damage of the chosen element.  Additionally, creatures struck are afflicted with a condition based on the elemental type chosen (Fire: Burning, Cold: Frozen, Lightning/Thunder: Shocked, Acid: Corroded). 


Spell Lists: Artificer, Druid, Sorcerer, Warlock,  Wizard

Hail of Missiles

4th-Level Transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (bag of ball bearings)

Duration: 1 minute

 

You imbue a piece of ammunition at the end of casting this spell.  During the duration the wielder of the ammo can fire it off causing it's effect to target a 20' square as multiple copies of it fall from the sky.  Feats, features, effects, and bonuses to the missile apply to the area of effect and instead of rolling an attack, the creatures in the area must roll a dexterity saving throw against the casters save DC to halve damage and to avoid any effects of the ammunition. 


Spell Lists: Artificer, Druid, Ranger, Sorcerer, Wizard

Impose

4th-Level Illusion

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Concentration, up to 7 Days

 

At the completion of this spell, you gain the appearance and can mimic the personality traits of a creature.  The creature can resist this effect by rolling a Charisma saving throw against your spell DC.  Creatures can make this save without knowing you have cast a spell on them.  On failure you gain the appearance and can perfectly mimic the mannerisms of the creature in question.  Others observing you will be unable to distinguish the illusion unless they possess some magical means of detection, or face something that brings your disguise into question such as running into the original or catching you in an act opposed to that of the creature.  During this time you have advantage on all social checks involving others interacting with you as if you were that person.  You do not need to maintain concentration on this effect while you are resting and not performing any other actions. 


Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard

Mask of Frost

4th-Level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

  

As you complete the incantation of the spell and draw 4 fingers across your face, the target creature makes a strength save.  On failure, a mask of ice encompass their face.  Creatures with the mask have the frozen condition and cannot speak.  A creature can attempt to break the mask by dealing 20 damage to it, but take any damage dealt to the mask.  The mask is vulnerable to fire damage and is immune to cold, psychic, or poison damage.  A creature may repeat the save at the end of each of their turns. 


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the masks hit points is increased by 5 and may target one additional creature for each slot level above 4th 


Spell Lists: Artificer, Bard, Sorcerer, Wizard

Petal Strikes

4th-Level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (Petals of your favorite flower)

Duration: Instantaneous

  

As you cast this spell, flowers bloom of the type you chose as the material component that are unnaturally large.  A sap like duplicate of yourself springs from the erupting buds and rushes down your target.  You create 3 flowers and the duplicates can target one creature of your choosing within range.  Make a spell attack against each target choosing one of the following options on a successful hit:


1.  Deal 2d6 lightning damage and roll a spell attack roll roll opposed by your opponents attack roll.  If your roll is higher then the target is disarmed and their weapon is dropped in an  adjacent square within 5'.


2.  Deal 2d6 cold damage and roll a spell attack roll roll opposed by your opponents attack roll.  If your roll is higher then the target is grappled with veins of ice.  The creature remains grappled for 1 minute or until they succeed an athletics/acrobatics check DC equal to your spell saving throw.  A creature may repeat the save at the end of each of their turns.


3.  Deal 2d6 fire damage and roll a spell attack roll opposed by your opponents attack roll.  If your roll is higher, the creature has disadvantage on attack rolls during its next turn.


Additionally if one of the targets of this spell is within your reach when you cast this spell, you can make a special attack as you erupt from a blossom yourself dealing your normal melee damage and you can change the damage to fire/cold/lightning.


Spell Lists: Wizard

Repulsion Field

4th-Level Abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (A small shield emblem)

Duration: Concentration, up to 1 minute

  

Upon completion of casting this spell you gain a shimmering field of protection that surrounds you.  This field hums with power and causes attacks that are targeting you to be pushed to the side.  For the duration any attacks made against you are done so with a -1d4 penalty and you gain 5 + Casting Modifier in temporary hit points each round. 


Spell Lists: Cleric, Wizard

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