Spells

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of ra⁠w ma⁠gic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.

Spells can be vers⁠atile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

You can find the list of spells used in a Listerra campaign here, using the following filters:

# Homebrew Spells

In addition to the spells listed above, there will be new spells to be gained in a Listerra campaign. Those spells will be listed below, in order of Level:

> Note: The list is currently very small, but it will be updated as more spells are created.
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## Cantrip

### Thermal Sap

*cantrip transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Target:** Any creature or object that is no larger than 10 feet in any dimension

**Components:** S

**Duration:** Instantaneous

**Classes:** Druid, Sorcerer, Wizard

As an action, you touch a target creature or object, manipulating its internal heat to achieve one of the following effects:

* You sap away the heat or cold within it, allowing it to reach a comfortable state in any climate. The target is unaffected by harsh weather conditions as long as you remain in contact.
* You freeze or unfreeze a target non-magical object. The target then returns to its original state naturally.

You can also use this spell to damage creatures by forcibly sapping away their body heat, or overwhelming them with sudden warmth. Make a melee spell attack against a target creature. On a hit, the target takes 1d6 cold or fire damage.

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

## 6th Level

### Create Soul Geysers

*6th-level necromancy*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (a fistful of a sentient creature's ashes)

**Duration:** Concentration, Up to 1 minute

**Classes:** Cleric, Sorcerer, Warlock, Wizard

*Note: A caster needs to have experienced and survived a Soul Geyser to be able to recreate it in spell form.*

You infuse the ground with necrotic energy, simulating the effects of a Soul Geyser. Multiple cracks appear on the ground, causing multiple Soul Geysers to erupt in a 60-foot-radius centered at a point within range and lasting for the duration. The area is covered in unnaturally cold steam, with open mouthed faces drifting through in perpetual agony. The area within the sphere is heavily obscured by the steam.

The cracked ground with Geysers erupting from several points causes the area to be difficult terrain. Any creature that starts its turn in the area takes 2d8 cold damage. Any creature that ends its turn in the area must succeed on a Wisdom saving throw or take 4d8 psychic and 4d8 necrotic damage on a failure, as they breathe in the steam, taking in the necrotic energies and hearing loud, agonizing screams in their minds. They take half as much damage on a success.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 psychic and 1d8 necrotic for each slot level above 6th.

## 9th Level

### Purge

*9th-level abjuration*

**Casting Time:** 1 action

**Range:** Touch

**Target:** Any cursed creature or object

**Components:** S, M (A silken glove, interwoven with strings of gold and platinum worth 10,000 gp)

**Duration:** Instantaneous

**Classes:** Cleric, Warlock, Wizard

As an action, you touch a target creature or object while using the material component of the spell to channel it, purging any and all curses affecting the target, removing all detrimental effects while keeping the benefits.

This affects all kinds of curses.

> Note: This works on the same level as Wish, affecting curses and detrimental effects that can only be affected by the spell.
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