Spells

**Range:** 10 feet

**Components:** Verbal, Somatic

**School:** Evocation

**Duration:** Instantaneous

           Choose one creature within range to be struck by a brilliant flash. Make a melee spell attack against the creature. On a hit, the creature takes 1d6 radiant damage and reduces their next attack roll before the beginning of your next turn by 1d4.

**At Higher Levels.** This spell's damage increases by 1d6 and the number of attacks affected by 1 when you reach 5th level (2d6 and two attacks), 11th level (3d6 and three attacks), and 17th level (4d6 and four attacks).

**Available to.** Cleric, Druid, Paladin, Sorcerer (Divine Soul)

## 1st Level

### Dying Breath

**Casting Time:** 1 bonus action

**Range:** 60 feet

**Components:** Verbal, Somatic

**School:** Necromancy

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

           You choose a creature within range, tugging at their connection to this plane and their soul. If a target's hit points are reduced to 0 while under the effect of this spell, they die instantly. Additionally, the target detonates and all creatures within 10 feet of the target must make a Dexterity saving throw, taking 2d12 on a failed save or half as much on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every slot level above 1st.

**Available to.** Cleric (Death), Sorcerer, Warlock, Wizard

### Rime Shard

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** Somatic, Material (a frosted flower or morning dew)

**School:** Conjuration

**Duration:** 1 minute

           You fabricate a chunk of ice, hurling it at a creature with range. Choose one creature within range, and then an additional creature within 30 feet of the previous. Each creature must make a Constitution saving throw, taking 1d6 bludgeoning damage and 1d6 cold damage and reducing their speed by half on a failure. A creature takes half as much damage and is not slowed on a success. If a creature fails the saving throw by 5 or more, their speed is instead reduced to 0.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional creature within 30 feet of the previous for every slot level above 2nd.

**Available to.** Druid, Sorcerer, Warlock, Wizard

## 2nd Level

### Celestial Orbs

**Casting Time:** 1 action

**Range:** Self

**Components:** Verbal, Somatic, Material (a partially used candlewick)

**School:** Abjuration

**Duration:** 1 minute

           You create 2 orbs that hover around you, waiting to strike at any creature that presents itself in front of you with malicious intent. When a creature starts its turn or enters into the area within 10 feet of you, you may expend any number of orbs and then making a ranged spell attack against the creature with no action. On a hit, the creature takes 1d6 radiant damage for each orb that you expended. You may use each orb once, and you regain their uses at the beginning of your turn.

           When you take damage, you can use a reaction to reduce the number of orbs orbiting you by any amount. You reduce the damage you take by 1d6 for each orb expended in this manner.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the number of orbs conjured increases by 1 for every two slot levels above 2nd.

**Available to.** Bard, Cleric

### Earnest Reproach

**Casting Time:** 1 action

**Range:** Touch

**Components:** Verbal, Somatic

**School:** Enchantment

**Duration:** 1 hour

           You touch a willing creature within range, granting them a protection against attacks on their mind and a stalwart resistance against despair. The next time the target must make an Intelligence, Wisdom, or Charisma saving throw, they can do so with advantage. Additionally, they add your spellcasting modifier to the result. If they succeed the saving throw, the creature that caused the saving throw is overcome with radiant energy that fights off the effect. The creature takes 2d6 radiant damage, or 4d6 if the creature is an undead or fiend, and becomes frightened of the target or you (your choice) until the end of their next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

**Available to.** Bard, Paladin

### Godray

**Casting Time:** 1 action

**Range:** Self (30-foot line)

**Components:** Verbal, Somatic, Material (a shard of glass)

**School:** Evocation

**Duration:** Instantaneous

           A dazzling beam of light forming a line 30-feet long and 5-feet wide radiates from you in a direction you choose. Creatures in the area are subjected to one of two effects, your choice for each creature:

* The creature must make a Constitution saving throw, taking 4d4 radiant damage on a failure, and half as much on a success.
* The creature regains a number of hit points equal to 1d4 + your spellcasting modifier.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage and healing increases by 1d4 for every slot level above 2nd.

**Available to.** Artificer, Paladin, Warlock (Celestial)

### *Perpetual Break*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** Somatic

**School:** Transmutation

**Duration:** Instantaneous

You point to a creature within range, shunting them through time. The creature must make a Constitution saving throw, trying to resist this shunt. On a failed saving throw, all abilities and spells currently active are treated as if one minute has passed. On a success, they instead are treated as if 1d4 rounds have passed.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the time that passes on a failed saving throw increases. At 4th level, 1 hour passes. at 6th level, 1 day passes. At 8th level or higher, 1 week passes.

**Available to.** Cleric, Wizard

### Protected Ground

**Casting Time:** 1 action

**Range:** Self (15-foot radius)

**Components:** Verbal, Somatic, Material (chalk with powdered silver)

**School:** Abjuration

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

           You emanate an aura of constitution and resilience around you, shielding your allies. At the beginning of your turn, you and creatures within 10-feet of you gain temporary hit points equal to your spellcasting modifier that last until the beginning of your next turn. While a creature is benefitting from temporary hit points granted by this spell, when they are subjected to an effect that lets them make a Dexterity saving throw to take half damage, they reduce any damage they take by half.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every slot level above 2nd.

**Available to.** Bard, Cleric, Druid, Paladin, Ranger

## 3rd Level

### Aeon Blast

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (a holy symbol, which is consumed)

**School:** Evocation

**Duration:** Instantaneous

           Inverting the energy of the life around you into a dense pocket of frigid nothingness, you then throw the warbling orb to a point within 90 feet. Creatures within a 10-foot radius of the point are shunted momentarily through the unforgiving void of space and must make a Constitution saving throw. On a failure, they take 4d8 of necrotic damage, and half as much on a success. Additionally, if they failed by 5 or more, they are stunned until the beginning of your next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every slot level above 3rd.

**Available to.** Sorcerer, Warlock, Wizard

### Frost Comet

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** Verbal, Somatic, Material (snow globe)

**School:** Conjuration

**Duration:** Instantaneous

           Condensing a pocket of moisture in the air and freezing it, you drop the projectile at a point within range. All creatures within a 15-foot radius must make a Constitution saving throw. A creature has advantage on the saving throw if it is the only one being targeted with this spell. Each creature that failed the saving throw takes cold damage equal to 30 divided by the number of creatures affected by this spell (rounded up) plus your spellcasting modifier. Additionally, their next attack roll is made with disadvantage. On a successful save, the creature takes half as much damage and their attack is not made with disadvantage. A creature that fails the saving throw by 5 or more is also slowed, only able to move, take an action, or take a bonus action, but not more than one.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cold damage that is distributed across creatures is increased by 5 for every slot level above 3rd.

**Available to.** Sorcerer, Warlock, Wizard

### Mechanism of Mechanus

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** Verbal, Somatic, Material (a rubber band and a writing utencil)

**School:** Conjuration

**Duration:** 1 minute

A small, autonomous turret appears on your shoulder, its barrel aiming exactly where you look. When you cast this spell, you may make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes 1d10 + your spellcasting modifier of force damage. As a bonus action on your turn, you can repeat the attack against a creature within 60 feet of you.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 3rd.

**Available to.** Artificer, Warlock (Arcane Gunner)

## 4th Level

### Virion's Eldritch Embodiment

**Casting Time:** 1 action

**Range:** Self

**Components:** Verbal, Somatic, Material (a gnarled tooth or a disfigured body part)

**School:** Transmutation

**Duration:** Up to 1 hour

           This spell transforms you into a being from the Far Realm, morphing your body and mind into an unknowable creature. Any creature within 10 feet of you when the spell is cast must succeed a Wisdom saving throw or become frightened by you until the end of your next turn.

           The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any aberration whose challenge rating is equal to or less than half of your level, rounded up. Your game statistics, excluding mental ability scores, are replaced by the statistics of the chosen aberration. You retain your alignment and personality.

           You assume the hit points of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, you aren't knocked unconscious.

           You are not restricted in the actions that you can take, and you can still speak normally, although with the voice of the new form. However, performing tasks meant for such arcane beings taxes your mind. The first time each turn you take an action given to you by your new form, roll 1d4 and add it to any previous rolls you have made from this feature. When you revert to your normal form, you immediately take psychic damage which cannot be reduced equal to the total rolled.

           Your gear melds into the new form. You can benefit from any magical item within your possession, but cannot activate them nor benefit from armor.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the maximum CR of the creature is increased by 1 for every slot level above 4th.

**Available to.** Sorcerer, Warlock, Wizard

### Miasmic Cleansing

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** Verbal, Somatic, Material (20 platinum coins, or an amount of Elysine or Yanauleum that is worth 200 gold, which the spell consumes)

**School:** Transmutation

**Duration:** Instantaneous

           Using the curative properties of the metals presented, you pull some of the miasmic influence out of a creature that has been within range for the entirety of the spell's casting. The creature's miasma is reduced by an amount of points dependent on the stage of affliction they are at currently.

*Stage 0:* 10 points

*Stage 1: 5 points*

*Stage 2: 3 points*

*Stage 3: 2 points*

*Stage 4: 1 point*

           This spell has no effect on creatures that are normally immune to miasma or are at stage 5.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the material cost and point reduction both increase by 100% for each level above 4th.

**Available to.** Cleric, Druid, Paladin

### Tyquil’s Thyrluminance

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** Verbal, Somatic

**School:** Evocation

**Duration:** Instantaneous

           A brilliantly glowing projectile launches itself a target within range, illuminating it. Make a ranged spell attack against the target. On a hit, the target takes 8d6 of force damage and they begin to glow, giving off 5 feet of bright light and 5 feet of dim light beyond that. At the end of your next turn, the light bursts outward. You may split temporary hit points amongst the creatures within 30 feet of the creature when the light bursts, up to a total equal to half the damage you dealt with this spell. If the creature dies before the end of your next turn, the total temporary hit points may be up to the total damage rather than half.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every slot level above 4th.

**Available to.** Cleric, Paladin, Warlock (Arcane Gunner)

## 5th Level

### Calder’s Ray of Decay

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** Verbal, Somatic, Material (a tooth of a humanoid)

**School:** Necromancy

**Duration:** 1 minute

           You shoot a beam of deathly energy that gives off an unsettling aura at a creature within range. Make a ranged spell attack against the target. On a hit, the creature is dealt 4d8 necrotic damage. Additionally, at the start of each of their turns, they emit an aura of rot. Creatures that are friendly to the target within 15 feet of the creature (including itself) must succeed a Constitution saving throw, taking 4d8 necrotic damage on a failed save. This effect can be removed by a Greater Restoration, Remove Curse, or Wish spell.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.

**Available to.** Sorcerer, Warlock (Arcane Gunner), Wizard

### Soul Ward

**Casting Time:** 1 action

**Range:** Touch

**Components:** Verbal, Somatic, Material (30 platinum coins, or an amount of Elysine or Yanauleum that is worth 300 gold, which the spell consumes)

**School:** Transmutation

**Duration:** 1 day

           Siphoning some of the power within the materials presented, you cast a barrier around the soul of a creature within range. For the duration of the spell, they are treated as if they have level 5 miasma density protection. Additionally, they are immune to possession and the charmed effect.

**Available to.** Cleric, Druid, Paladin