Custom Spells

As the World of Io is home to many custom mechanics, one of the most common homebrews featured in every campaign are **custom spells**. This page will provide a list of every custom spell that has been created or demonstrated in the World of Io. This will also include any Mastery versions of spells as shown in the Arcane Academy Campaign.

## Cantrips

* *Anti-Heal* (Can only be taught to characters Crendor plays)
	+ Make a ranged spell attack against a creature within 15ft. On a hit, the target takes 1d12 Force damage and cannot regain hit points until your next round. The damage increases by 1d12 at 5th Level (2d12) and again at 11th Level (3d12) and 17th Level (4d12).
* *Astral Shuffle* (can only be taught to characters Criken plays)
	+ Make a ranged spell attack against a creature within 15ft. On a hit, it deals 1d10 Astral damage and the target cannot take reactions until the start of its next turn. The damage increases by 1d10 at 5th Level (2d10) and again at 11th Level (3d10) and 17th Level (4d10).
* *Brine Blast* (Can only be taught to characters Breebunn plays)
	+ You place a 5ft cube of acid within 30ft of you for 1 minute. Any creature in that area must succeed at a Dex save against your spell DC or take 1d10 Acid damage. Any creature that enters this space for the first time or ends their turn in there must also make this saving throw. The damage increases by 1d10 at 5th Level (2d10) and again at 11th Level (3d10) and 17th Level (4d10).
* *Check* (can only be taught to characters JoeFudge plays)
	+ Choose a creature within 15ft to make an Intelligence save against your Spell DC. On a fail, the target takes 1d10 Psychic damage and subtracts a d4 from their next saving throw until the start of your turn. The damage increases by 1d10 at 5th Level (2d10) and again at 11th Level (3d10) and 17th Level (4d10).
* *Death's Grasp* (can only be taught to characters Criken plays)
	+ Make a melee spell attack against a creature within range. On a hit, the target takes 1d12 Necrotic damage, has its movement speed reduced by 10ft, and cannot regain HP until the start of your next turn. The damage increases by 1d12 at 5th Level (2d12) and again at 11th Level (3d12) and 17th Level (4d12).
* *Familiar Bond*
	+ You must have a Familiar summoned to use this spell
	+ You may spend 10 minutes to draw on your Familiars Power, gaining 1 of the following benefits for 8 hours
		- Gain a +1 to AC
		- Deal 1 extra point of damage with all spells cast
		- Add your proficiency bonus to Arcana checks. If you are already proficient in Arcana, you gain Expertise instead.
		- Gain 10 temp HP
* *Full Moon* (Can only be taught to characters Jesse Cox plays)
	+ Make a ranged spell attack against a creature within 120ft. On a hit, the target takes 1d4 Radiant damage and cannot take Reactions until the start of its next turn. The damage increases by 1d4 at 5th Level (2d4) and again at 11th Level (3d4) and 17th Level (4d4)
* *Glacial Decay* (Can only be taught to characters ShadyPenguinn plays)
	+ Make a ranged spell attack against a target within 30ft. On a hit, the target takes 1d12 cold damage and they cannot regain HP until the start of your next turn. The damage increases by 1d12 at 5th Level (2d12) and again at 11th Level (3d12) and 17th Level (4d12).
* *Light* (Mastery)
	+ The object now sheds bright light now shines in a 25-foot radius and a dim light in an additional 20 feet. (25-foot bright light, and 45-foot dim light radius)
* *Mordove Handshake* (Can only be taught to characters Breebunn plays)
	+ Make a melee spell attack against a creature within range. On a hit, the target takes 1d20 Lightning damage. The damage is increased by 1d20 at 5th level (2d20), 11th level (3d20), and 17th level (4d20).
* *Viciousest Mockery* (Can only be taught to characters Tomato plays)
* Make a ranged spell attack against a creature within 30ft. On a hit, the target takes 1d8 Psychic damage and subtracts a d4 from their next saving throw until the start of your next turn. The damage increases by 1d8 at 5th Level (2d8) and again at 11th Level (3d8) and 17th Level (4d8)
* *Vile Lightning* (can only be taught to characters Criken plays)
	+ Make a Melee spell attack against a creature within range. On a hit, the target takes 1d6 Lightning and Necrotic damage. In addition, you may also target an additional foe within 5ft for every successful attack you make with this spell. you cannot target the same creature multiple times. The damage increases by 1d6 at 5th Level (2d6) and again at 11th Level (3d6) and 17th Level (4d6)
	+ If the target has resistance to 1 element, they resist the spell. If they have immunity to 1 element, they resist the spell. the target may only be immune to this spell if it is immune to both Lightning and Necrotic damage.
* *Wild Firebolt* (Can only be taught to characters Woops plays)
	+ You target a creature up to 120ft away and deal (1d3)d10 fire damage. The damage range increases by 1 at 5th level (1d4), and again at 11th level (1d5) and 17th level (1d6)

## 1st Level Spells

* *Charm Person* (Mastery)
	+ It is unknown what exactly the Mastery version of this spell does.
* *Mage Armor* (Mastery)
	+ The base AC of the armor is increased by 1 (14 + Dex)
* *Magic Missile* (Mastery)
	+ You fire 1 additional missile whenever you cast this spell
* *Pack of the Wolves* (Mastery) (Concentration)
	+ All allies within 5ft of you gain advantage on attack rolls.
	+ If you have mastered this spell, you have advantage on attack rolls if an ally is next to you and is not incapacitated.
	+ The range increases by 5ft for every 2 levels above 1st spent (3, 5, 7, 9)
* *Shield* (Mastery)
	+ When you cast this spell, you may instead spawn a small shield. This shield acts as a buckler, granting +2 AC for 1 minute and blocks 1 magic missile when you get hit by the spell.
* *Spell Extraction* (Mastery)
	+ You may place your hands on a dead mythical creature and learn a spell from it. If the creature has multiple spells, you must make an Arcana check (DC=10+CR) to decipher the spells and pick from them. If the check fails, the spell is randomly rolled for by the DM. You may prepare the spell instantly if you have an open slot. If the creature cannot teach a spell, this spell fails and the slot is not lost.
	+ If you have mastered this spell, you may teach a number of willing targets up to your Spellcasting modifier that are within touch range the spell that you learned from the creature.

## 2nd Level Spells

* *Acid Spray*
	+ You spit acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw against your Spell DC, taking 3d8 acid damage on a failed save, or half as much damage on a successful one.
* *Knock* (Mastery)
	+ The loud knock is only heard from 200ft away.
* *Scorching Ray* (Mastery)
	+ Each ray deals an extra 2 points of damage.
* *Violent Nightmare*
	+ Choose a creature within 60ft of you to make an Intelligence save against your spell DC. On a failed save, the target takes 3d8 Psychic damage and has disadvantage on their next attack roll or saving throw. On a success, the creature takes half damage and suffers no bonus effects. When you cast this spell using a 3rd level slot or higher, the damages increases by 1d8 for every level above 2nd.
* *Void Blast*
	+ You create a blast of Void energy and throw it at a target. Make a ranged Spell attack against a creature within 60ft. On a hit, the target takes 3d12 Void damage. When you cast this spell using a 3rd level slot or higher, the damage increases by 1d12 for every level above 2nd Level.

## 3rd Level Spells

* *Counterspell* (Mastery)
	+ The base DC to counter a spell is lowered by 1 (9 + Spell Level)
* *Haste* (Mastery)
	+ It is unknown what exactly the Mastery version of this spell does.
* *Intellect Fortress* (Mastery)
	+ When you upcast this spell, you may target 1 additional creature.
* *Lavafall* (Concentration, up to 1 minute)
	+ You conjure a waterfall of Lava within 120ft of you, with its range being up to 20ft (10ft Radius) wide and 20ft high. When this area is created, all creatures within it must make a Dex save against your spell DC. The creature takes 4d6 Fire damage on a failed save, or half as much on a successful one. A creature must make this Saving throw again if it enters the area for the first time in a turn, or ends its turn there. When you cast this spell using a 4th Level slot or higher, the damage increases by 1d6 for every level above 3rd level.
* *Slow* (Mastery)
	+ It is unknown what exactly the Mastery version of this spell does.

## 4th Level Spells

* *Bane of Kaasma* (Can only be learned by Tremmer)
	+ You link yourself to a being of Kaasma. While you maintain this link, the creature takes 150 true damage for up to 3 rounds. When Concentration is broken, that creature will be immune to this spell.
	+ If you complete your full concentration, the spell slot is unused.
* *Seismic Wave*
	+ You pound your fists into the ground and create a tectonic shift. Each creature within a 20x60ft line must make a Dex save against your spell DC. They take 8d6 bludgeoning damage on a failed save, or half as much on a successful one.
	+ This spell does not affect flying creatures
	+ The area within the spell becomes difficult terrain
	+ When you upcast the spell, you add an additional 1d6 damage for every spell level above 4th level.
* *Void Consumption* (Concentration, up to 1 minute)
	+ Make a ranged spell attack against a creature within 60ft. On a hit, the target takes 4d12 Void damage. On each of your turns for the duration of the spell, You may use your action to deal 4d12 void damage to the creature automatically, or you may use your bonus action to deal 2d12 void damage automatically. The spell ends if the target goes out of the spell's range, or has total cover from you.
	+ When you cast this spell using a spell slot of 5th level or higher, the initial damage of the spell increases by 1d12 for each slot level above 4th level.
* *Void Shield*
	+ When you cast this spell and do not have a shield equipped, you gain a +2 to AC. Whenever a creature within 5ft of you hits you with a melee attack, the shield erupts in void energy. The attacker then takes 2d6 Void damage. This effect lasts for 1 minute.

## 5th Level Spells

* *Shadow Strike*
	+ A vertical column of Shadowy fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 shadow damage on a failed save, or half as much damage on a successful one.

## 6th Level Spells

* *Parasitic Surge*
	+ All creatures within a 15fx150ft line must make a Dex save using your Spell DC. They take 10d10 piercing damage on a failed dex save, or half as much on a successful one.
	+ When you cast this spell using a 7th level spell slot or higher, this spell deals an extra 2d10 damage for every level above 6th level.

## 7th Level Spells

No custom 7th Level Spells have been shown to be made.

## 8th Level Spells

* *Call Giant Worm*
	+ A person that casts this spell summons a Giant Worm.

## 9th Level Spells

No custom 9th Level Spells have been shown to be made.