Änderungen an Spells

## Zauberliste

Alle Homebrew und überarbeiteten Zauber

**✔** = für die ganze Klasse
**O** = für manche Subclasses
✘ = nicht für die Klasse

## Zusätzliche Zauber

* Arcane Familiar (?): https://homebrewery.naturalcrit.com/share/1Qhk6JF0iQf8hCFyYIwpFCqCrI\_BaCmwnhc\_sVSkRuLXw

### Cackle

 Classes: Bard, Warlock, Circle of the Land, Circle of the Empire of Tides, Trickery Domain, Wild Magic, School of Enchantment, Shadow Magic, Aberrant Mind

### Dersert's Wrath**C**

 You call out to the spirits of the desert and sand to rouse them against your enemies. Choose a point you can see within range. The spirits cause sand in a 60-foot cube centered on that point to become animated until the spell ends.
**Ground.** Any area of ground in the cube that is covered sand is difficult terrain for your enemies.
**Sand storm.** At the start of each of your turns, each of your enemies within 10 feet of the cube or in the cube must succeed on a Dexterity saving throw or take **4d6**slashing damage from lashing sand created by a little temporary sand storm.
**Dunes.** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become **restrained** by sand dunes that engulf them **until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.**
 Classes: Ranger, Circle of the Empire of Tides, School of Evocation, The Genie, Witch Origin

### Dragon Spirit

 *\* - (dragonite gemstone worth at least 50gp)*

A spectral dragon spirit emerges from your chest seeking their way to a creature within range.
* The creature must succeed on a charisma saving throw or take **2d10** acid, cold, fire, lightning, poison or thunder damage or half as much on a successful save
 Classes: Sorcerer, Wizard, Drakewarden

### Evil Eye **C**

 Classes: Bard, Cleric, Warlock, Circle of the Land, Circle of the Empire of Tides, Wild Magic, School of Enchantment, Shadow Magic

### Faithful Ward

 Classes: Cleric, Druid, Sorcerer, Wizard, The Celestial, The Fey

### Fortune

 Classes: Bard, Warlock, Circle of the Land, Circle of the Empire of Tides, Trickery Domain, Wild Magic, School of Enchantment, Circle of Dreams, Circle of the Shepherd, Shadow Magic, Aberrant Mind

### Godly Blessing

 Classes: Cleric

### Hail of Stones

 Classes: Druid, Ranger, Sorcerer, Wizard

### Ice Tomb**C**

 A storm of ice and freezing wind envelops the target like an ice coffin, which takes **2d8** points of **cold damage** for up to 1 minute. Succeeding on a **Constitution saving throw** reduces the cold damage by **half**.The ice tomb has **AC 10** and **13 hit points**; destroying the ice frees the creature. It is immune to cold and vulnerable to fire damage. The tomb can fit a **medium** creature. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
 Classes: Bard, Ranger, Sorcerer, Warlock, Wizard, Tempest Domain, Death Domain, Grave Domain

### Illusory Unicorn**C**

 By gathering threads of magical material from the Feywild, you create a huge unicorn in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.
Depending on your alignment/karma the unicorn is a goodhearted helpful one or bloodthirsty.
* **Good.** When the illusion appears everyone stands in aw seeing the ethereal pure beauty. Any of your enemies that can see it must succeed on a Wisdom saving throw or become charmed of it for 1 minute. A charmed creature's attention is completely drawn in by the beautiful unicorn. Every ally within 10ft of the unicorn are safe from attacks by a charmed creature cause they won't risk to hit the unicorn. If a charmed creature ends their turn in a location where they don’t have line of sight to the illusion, they can repeat the saving throw, ending the effect on themself on a success.
* **Good.** As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement you can have it scoop up an ally or heal someone. The unicorn  can touch another creature with its horn and restores 5d8 hit points.
* **Evil.** When the illusion appears, it look like any other unicorn, ethereal pure beauty. But then the eyes glow red and it looks like the horn, mane and tail are dripping of blood. Any of your enemies that can see them must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends their turn in a location where they don’t have line of sight to the illusion, they can repeat the saving throw, ending the effect on themself on a success.
* **Evil.** As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to make a horn / hoove attack to everyone in a 60-foot cone originating from its space. Each creature in the cone must make an Intelligence saving throw, taking **7d6** necrotic damage on a failed save, or half as much damage on a successful one.

 Classes: Druid, Cleric, Sorcerer, Wizard

### Kräutertrank

 *\* - (herbs and berries found in the wild)*

You can use herbs, berries and plants found on your journeys through nature's wonders to brew potions. These not only nourish and sustain the drinking creature, they also bolster them against what may come. A creature can use its action to drink the potion. Drinking a potion restores 3 hit point and grants 1d4 + caster's proficiency bonus temporary hit points. Also it provides enough nourishment to sustain a creature for one day.
 Classes: Circle of the Land, Circle of the Empire of Tides

### Light of the Faithful

 \* - (a splinter of wood)

 Classes: Cleric

### Misfortune

 Classes: Bard, Warlock, Circle of the Land, Circle of the Empire of Tides, Trickery Domain, Wild Magic, School of Enchantment, Circle of Dreams, Circle of the Shepherd, Shadow Magic, Aberrant Mind

### Mold Ground

 You choose a portion of the ground (i.e. sand, dirt, mud or stone) that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* If you target an area of loose material, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away or scatter it across the ground. This movement doesn’t have enough force to cause damage.
* You cause shapes, colors, or both to appear on the ground, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
* You cause the ground to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
* If you target sand, you compress it into a glass or sandstone object that will fit within a 5-foot cube. The object may not be longer than 5 feet on any edge.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 Classes: Druid, Sorcerer, Wizard

### Moonflicker

 \* - (a stone bathed in moonlight)
*Prerequisite: Can only be casted by followers of a moon god\*ess*

You teleport yourself to an unoccupied space you can see within range. You leave behind a stationary flickery moonlight version of yourself, emitting pale light in a 5 foot radius. Every creature in the area or entering the area takes 1d4 radiant damage.
 Classes: Cleric

### Packeislawine**C**

 You conjure up avalanches of pack ice that crash on an area within range from all sides, engulfing it in icy darkness. The area is a 30 feet radius and 10 feet high cylinder of dense non-seethrough ice. Each creature in that area must make a Dexterity saving throw.
On a failed save, a creautre takes 2d6 bluedgeoning and 6d6 cold damage on impact. In addition the creature is restrained, blinded and can't cast spells requiring somatic components.
 Classes: Druid, Oath of the Ancients, Ranger, Sorcerer, Wizard

### Personal Storm

 *\* - (a tiny ball of bat guano and sulfur)*

 Classes: Sorcerer, Wizard, Circle of the Land, Circle of the Empire of Tides, Nature Domain, Tempest Domain

### Primal Dragon Fury **C**

 You channel your inner dragon, causing your arms to sprout dragon scales, your fingers to transform into clawed talons and a long scaly dragon tail to form. For one minute you gain:
* AC **+2**
* Furious Multiattack: You can amake two claw attacks or one claw attack plus a tail whip.
	+ Sharp Talons: Melee attack using your spell modifier to hit, one target, reach 5ft. Hit: **2d6** + spell modifier piercing damage
 Classes: Druid, Sorcerer, Drakewarden

### Schlummernebel

 *\* - ((a pinch of fine sand and a few drops of water)*

A fine mist spreads centered on a point you choose within range and covers a 30ft radius. Choose up to 4 creatures who have to succeed on a charisma save or fall asleep for up to an hour or until someone uses an action to wake them. Taking damage also ends the slumber. Every time they end their turn sleeping, they can repeat the save.
 Classes: Bard, Sorcerer, Wizard, Circle of Dreams, The Archfey, Oath of Redemption, Twilight Domain

### Shape Water and Ice

 You choose an area of water, ice or snow that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
* You move the snow and deposit it up to 5 feet away or scatter it across the ground.
* You may compress the snow into an ice object that will fit within a 5-foot cube. The object may not be longer than 5 feet on any edge.
* You may compress the snow into the shape of a creature or other object to convincingly deceive someone who sees it from further than 100 feet away. The object must fit within a 5-foot cube.

 Classes: Druid, Sorcerer, Wizard

### Stonefist**C**

 \* - (a stone held in your fist)

 Classes: Druid, Ranger, Sorcerer, Wizard, Oath of the Ancients, The Genie

### Summon Chair

 At higher Levels: At higher levels the chair becomes more sophisticated - if you want.
* 5th level: You can summon the chair with arms and a cushiones seat.
* 11th level: You can summon the chair with, if you want plushy, cushioned arms, back and seat. You can even get a footrest.
 Classes: Artificer, Bard, Sorcerer, Warlock, Wizard, Circle of the Land, Circle of the Empire of Tides, Knowledge Domain, Trickery Domain, Eldritch Knight, Arcane Trickster, Arcana Domain, Oath of the Crown, Oath of the Watchers, Drakewarden

### Thorn Grasp

 Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

### Witch's Curse

 What's life without the ability to thoroughly curse someone? Exactly, not a witch's life. So here you go, curse whomever deserves it - or not. You can curse a creature you can see. If they succeed on a constitution saving throw they don't suffer the curses content but have disadvantage on their next roll. Thus cursed creatures know they are cursed and only the witch may break their evil shenanigangs (or a remove curse if you wanna be lame).
You can curse a creature in any way you can come up with and a DM is willing to let happen. For example, you can curse someone to counting every stone on their way to work or to do specific routines, however lenghty. Maybe you curse someone to be clumsy or really slow. Be witchy creative.
 Classes: Witch Origin

### Witch Laughter

 Classes: Warlock, Circle of the Land, Circle of the Empire of Tides, Trickery Domain, Wild Magic, Shadow Magic

## Überarbeitete Zauber

### True Strike**C**

 You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
 At higher Levels:
* 5th: 2 attacks, & you can touch a willing creature to grant them the spells effects
* 11th: 3 attacks & you can touch a willing creature to grant them the spells effects
 Classes: Bard, Sorcerer, Warlock, Wizard

### Witch Bolt

 *\* - (a twig from a tree that has been struck by lightning)*

A beam of crackling, blue energy lances out toward a creature you can see within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature.
* On a hit, the target takes **1d12** lightning damage, and on each of your turns for the duration, you can use your action to deal **1d12** lightning damage to the target automatically.
* For each target reduced to 0 hp by this spell, the damage increases by **1d12**.
* As a Bonus Action on your next turn you can choose another target within range if the former target died. Make a ranged spell attack against them.

 Classes: Sorcerer, Warlock, Wizard

### Wither and Bloom

 Classes: Druid, Sorcerer, Warlock, Wizard