Spells

Lumoris as a Campaign Setting sees the introduction of a plethora of new Homebrew Spells. These are sorted by class and level

## Abjuration

### 3rd Level

#### Place of Power

3rd Level Abjuration

* Casting Time: 1 action
* Range: 20 feet
* Components: V S, Concentration
* Duration: A minute
* Classes: Wizard, Cleric, Druid

You create a magically-infused symbol occupying a 5x5 space, drawing forth concentrated magical power.  Anyone who stands upon the symbol gains one of the following chosen benefits.  +1 AC, 10 temporary Hitpoints, or a temporary +2 to any attribute.  These benefits last only as long as they stand upon the symbol.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you summon an additional symbol.

### 5th Level

#### Stasis

5th Level Abjuration

* Casting Time: 1 action
* Range: Touch
* Components: V S, Concentration
* Duration: 1 Minute
* Classes: Sorcerer

You bend time and space around your target, preventing them from moving, but also from being harmed.  You touch a target, forcing them to make a Charisma saving throw.  On a failure, the target is stunned for the duration, but is also immune to all damage and effects.  On a success, there is no effect.

## Conjuration

### 3rd Level

#### Spiritual Prison

3rd Level Conjuration

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S, Concentration
* Duration: 10 Minutes
* Classes: Cleric, Paladin

You create a square of holy energy at a target location.  This square is 20x20 feet.  Ghosts and ethereal entities are unable to pass the boundaries of this square.  If a creature dies within the Spiritual Prison, their soul remains trapped there until the spell ends, or something is done with the soul.  A primary use of this spell is for vampire hunting, as vampiric souls will be destroyed if they cannot make the return to Zarakzandur.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell area grows larger by 5 feet in each direction.

#### Swap!

3rd Level Conjuration

* Casting Time: 1 action
* Range: 100 Feet
* Components: V S
* Duration: Instant
* Classes: Wizard, Sorcerer,

You select one creature that you can see within 100 feet. If this creature is willing, you can trade places with them instantly.  If they are unwilling, they must roll a Wisdom Save against your spell save DC.

### 4th Level

#### Arcane Sentry

4th Level Conjuration

* Casting Time: One Minute
* Range: Touch
* Components: V S , Concentration
* Duration: 10 Minutes
* Classes: Wizard

You summon an arcane weapon that looks to be made of porcelain, glowing with blue arcane power. The Arcane Sentry gets its own turn in initiative, for which it always rolls a 1. On its turn, the only action the Arcane Sentry may take is to fire a single arcane bolt as a ranged spell attack at a select target it can see within 100 feet.  The Arcane Sentry's casting ability is based off of the caster's. If the attack hits, it 1d6+your casting modifier in force damage.  This sentry requires concentration to keep up, being destroyed if concentration is lost. The sentry has 16 AC and 25 HP, and cannot move, occupying a 5 foot by 5 foot space. It can however, be ‘attached’ to a moving, non-living object.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, it has several effects.  At the 5th level, the Arcane Sentry does 2d6+your casting modifier in force damage, and it’s duration is as long as concentration is maintained instead of 10 minutes.

At 6th level, you can choose a specific ‘form’ for the turret to take.

1. ‘Mundane’ form, which is its standard form.  It continues firing arcane bolts as ranged spell attacks, and its range remains 100 feet.  Its damage however is 3d6+your casting modifier in force damage. The Arcane Sentry has 18 AC and 40 HP.
2. ‘Arcane’ form.  In this form, its range remains 100 feet, and it loses its ability to fire normal bolts. Instead, it fires three magic missiles which track and automatically strike their targets, each dealing 1d4+1 force damage.   The Arcane Sentry has 16 AC and 30 HP.
3. ‘Long Eye’ form.  In this form, it can target an enemy it sees within 200 feet.  It loses its ability to fire normal bolts. Instead, it fires a powerful bolt of arcane energy once every other turn as a ranged spell attack.  If it hits, it deals 4d8+your casting modifier in force damage, and marks a target, allowing the character who casted the spell advantage against that target.  The Arcane Sentry has 14 AC and 15 HP.
4. ‘Wave’ form.  In this form, the sentry will cast a weaker thunderwave, affecting all enemies within 10 feet of it.  It loses the ability to fire normal bolts. All affected creatures must make a Constitution save against your spell save DC.  Upon failure, they take 1d8+your spellcasting modifier in force damage, and are pushed 10 feet away from the sentry.  Upon succeeding, they take half  damage and are not pushed. The Arcane Sentry has 20 AC and 60 HP.
5. ‘Flame’ form.  In this form, the sentry casts a 15 foot cone of fire from itself. Any creatures caught in the cone must make a Dexterity saving throw against your spell save DC.  Upon failure, they take 3d8+your spellcasting modifier fire damage.  Additionally, their movement is halved for a turn. The Arcane Sentry is no longer able to fire arcane bolts. The Arcane Sentry has 18 AC and 50 HP.

When this spell is cast at 7th level, it no longer requires concentration, making the Arcane Sentry a permeant object under your command.

When this spell is cast at 8th or 9th level, it adds an additional damage dice or two (or magic missile/s) accordingly.  IE: Flame doing 4d8 or 5d8, Arcane getting 4 or 5 magic missiles, etc.

#### Magic Discus

4th Level Conjuration

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S
* Duration: Instant
* Classes: Wizard, Sorcerer

You throw a transparent, frisbee sized disk at an enemy as a spell attack.  If it hits, it does 2d6 magical blunt damage.  Then, the discus bounces to another target with 20 feet.  As long as you do not miss, this effect can continue infinitely.

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

### 5th Level

#### Borbahk's Dazing Fence

5th level Conjuration

* Casting Time: 1 action
* Range: 60 feet
* Components: V S, Concentration
* Duration: 1 Minute
* Classes: Wizard, Sorcerer

You summon a 25 foot long, 25 foot tall fence centered on a target location. Creatures within the fence or attempting to cross the fence must make a Constitution save against your spell save DC.  Upon failure, they take 2d6 psychic damage and are stunned for one turn.  Upon success, they take the damage, but are not stunned.  While this spell is active, attempting to move through the fence forces a Constitution saving throw and the effects.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, there is an additional 1d6 of psychic damage added per additional spell slot level expended.  IE 6d6 psychic damage at 9th level.

### 6th Level

#### Abazor's Human Catapult

6th Level Conjuration

* Casting Time: 1 action
* Range: Touch
* Components: V S
* Duration: Instant
* Classes: Wizard, Sorcerer

You touch a willing creature, and choose a location that you can see.  The target creature is thrown violently towards that location with magical force, travelling in an arc.  Upon landing, every creature within a 20 feet radius must make a DEX save equal to your spell save DC, or take 4d6 Force damage.  If they pass, they take half damage.  The creature you throw takes no damage from this, and if the specific targeted location is shared by another creature, the creature takes an additional 4d6 upon failing the saving throw, or half damage if they succeed. Regardless, they are moved out of the space occupied now by the projectile creature.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the you can catapult an additional willing creature to a separate location.  If the damage zones of these two landings overlap, neither chosen creature takes damage from each other's landing explosion.

## Evocation

### 3rd Level

#### Ride the Lightning

3rd Level Evocation

* Casting Time: 1 action
* Range: 50 feet
* Components: V S
* Duration: Instant
* Classes: Wizard, Sorcerer, Druid, Warlock

You burst forth in a bolt of lightning, teleporting to an enemy,  allowing one melee attack.  The melee attack gains a bonus to hit based on your spellcasting modifier, and does an additional 1d8 Lightning damage.  After, whether hit or miss, you teleport back to your original location.  This does not provoke attack of opportunity.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, range increases by 20 feet per spell slot  and additional lightning damage increases by 1d8 per spell slot.

### 5th Level

#### Artistry of War

5th Level Evocation

* Casting Time: 1 action
* Range: 55 feet
* Components: V S
* Duration: Instant
* Classes: Wizard

You summon forth the spirits of six wise strategists as projectiles.  Each apparition strikes a target of your choosing, dealing 2d6+6 Force Damage.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, an additional spirit is summoned.

## Illusion

### 3rd Level

#### Invoke Nightmare

3rd Level Illusion

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S
* Duration: Instant
* Classes: Sleeper Warlock

You tap into the psyche of a creature you can see within range.  The target must make a Wisdom saving throw against your spell save DC.  On a failure the target takes 4d6 Psychic damage and cannot take reactions until the start of your next turn.  On a success, the target takes half damage and does not suffer an effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you add an additional target for each higher slot.

### 4th Level

#### Paranoia

4th Level Conjuration

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S, Concentration
* Duration: 24 Hours
* Classes: Warlock

You mark a target you can see within 60 feet.  The target must make a Wisdom save against your spell save DC.  If they fail, they are marked.  This mark induces a sort of paranoia on the target, and prevents them from sleeping while it is applied.  This mark may be removed with Remove Curse. At any time, at any distance, with or without seeing the target, you may ‘activate’ the mark.  This triggers a shadowy monstrosity to leap from the nearest shadow and attack the target.  The target takes 4d6 Psychic damage.  The mark is consumed upon use.

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

#### Tower of Fear

4th level Illusion

* Casting Time: 1 action
* Range: 50 ft (15 foot square)
* Components: V S, Concentration
* Duration: 10 Minutes
* Classes: Sleeper Warlock

You spend an action to create the illusion of an enormous creature that terrifies all creatures within 15 feet of it. These creatures must make a Wisdom saving throw or become frightened by the illusion for the duration of the spell.  An affected creature can spend an action to make a Wisdom (Perception) Check with a DC equal to 10+your spellcasting modifier to lose the frightened status.  Creatures immune to frighten are uneffected by this spell.

### 5th Level

#### Nightmare Made Material

5th Level Conjuration

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S, Concentration
* Duration: Instant
* Classes: Warlock

You create the image of a creature of nightmare that appears as you wish, but is always made of inky black smoke. It launches itself at a target within range that you can see.  You roll a spell attack to see if it hits.  If the attack misses, the spell ends.  If it hits, it deals 5d6 Psychic damage and sticks to the target, halving their movement speed to the start of your next turn.  On your next turn, you can use a bonus action to command the Nightmare to attack a new target or disappear.  This spell uses concentration, and lasts until the Nightmare hits its third target, and then until your next turn starts.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6, and allowing an additional target.

## Necromancy

### 5th Level

#### Bloodied Frenzy

5th Level Necromancy

* Casting Time: 1 action
* Range: 50 feet
* Components: V S,
* Duration: One Minute
* Classes: Wizard, Warlock

You force the muscles of willing targets past their limits, allowing greater strength and capability, at the price of wounding them.  When you cast this spell, you target one willing creature within your line of sight.  This creature takes 2d10 magical slashing damage, but gains an additional damage dice on melee attacks while the spell lasts.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature.

#### Dethrone

5th Level Necromancy

* Casting Time: 1 action
* Range: 90 feet
* Components: V S
* Duration: Instant
* Classes: Wizard

You pull apart the very life force of your target with powerful necromantic magics.  The target makes a Constitution save.  On a failure, the target takes 10d6+20 Necrotic damage.  On a success, damage is halved.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, an additional 2d6 Necrotic damage is added.

#### Wall of Pain

5th Level Necromancy

* Casting Time: 1 action
* Range: 60 Feet
* Components: V S
* Duration: Concentration, 1 minute
* Classes: Warlock, Wizard

You create a wall of ghastly energy 40 feet long and 40 feet tall, occupying a width of 5 feet.  Crossing through or being within this wall means the target must roll a CON save against your spell DC.  Upon failure, the target takes 6d6 necrotic damage and has their movement halved for three turns.  Upon success, they take half damage and have normal movement. If the target remains in the wall, they must roll another CON save and take damage at the start of their next turn, and the slow effect is refreshed.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

### 6th Level

#### Necromantic Pulse

6th Level  Necromancy

* Casting Time: 1 action
* Range: Touch
* Components: V S , Concentration
* Duration: Ten Minutes
* Classes: Wizard

You emanate an aura of undeath around yourself with a radius of 60 feet. All creatures that die in this radius for the next 10 minutes are instantly turned into zombies under your control.

## Pyromancy

Pyromancies are only castable by Pyromancers (or specific subclasses), and obey unique rules.

### 2 Fuel Point

#### Flame Dash

2 Fuel Points, Pyromancy

* Casting Time: 1 Bonus Action
* Range: Self
* Components: V S
* Duration: Instant
* Classes: Pyromancer

The Caster dashes 30 feet in a direction of their choosing, leaving behind them a path of fire on the ground. This fires deals 4d6 fire damage to enemies who pass through it, and lasts for a minute. With this spell, you cannot move through objects or enemies.

### 4 Fuel Point

#### Halo of Flame

4 Fuel Points, Pyromancy

* Casting Time: 1 action
* Range: Self
* Components: V S, Concentration
* Duration: 5 Minutes
* Classes: Pyromancer

The Caster wreathes themselves in flame.  All creatures adjacent to the caster take 2d6 damage upon entering or beginning their turn within this radius.

At Higher Levels: When you cast this spell using additional Fuel Points, the damage increases by 1d6 for each additional Fuel Point.

### 5 Fuel Point

#### Burnia's Twin Maws of Flame

5 Fuel Points, Pyromancy

* Casting Time: 1 action
* Range: The spell casts 2 15 foot cones from the squares directly to the left and right of the caster.  These can be aimed in any direction and can overlap
* Components: V S
* Duration: Instant
* Classes: Pyromancer

Two great, fiery maws form beside the caster, emerging from the Caster's hands. They each breath forth flame in a 15 foot cone which can be aimed in any direction outward from the squares they originate in. All creatures within the cone must make a DEX saving throw or take 2d8 fire damage per cone, half upon success.

At Higher Levels: When you cast this spell using 6 FP  or higher, the damage increases by 1d8 for each 2 FP above 4.

## Transmutation

### 1st Level

#### Repair Construct

1st Level Transmutation

* Casting Time: 1 action
* Range: Touch
* Components: V S
* Duration: Instant
* Classes: Wizard, Sorcerer

A construct or conjured item  you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.  This spell does not effect living creatures.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing done is increased by 1d8 per spell slot.

## Voidcraft

Voidcrafts are only castable by Witches (or specific subclasses) and obey unique rules.

### 2 Stress Point

#### Void Pursuers

2 Stress Points, Voidcraft

* Casting Time: 1 action
* Range: 120 Feet
* Components: V S
* Duration: Instantaneous
* Classes: Witch

The Witch summons forth four void spirits, malign in nature and wishing to devour the material world.  These four spirits fly at their assigned target, and will strike them, dealing 1d4+1 dark damage.  Void spirits can be assigned to different targets, and to inanimate objects.  Small objects hit by this spell will cease to exist (like a beer bottle).

At Higher Levels: For each additional stress point used in casting Void pursuers, an additional void spirit is added to the attack.

#### Witch Line

2 Stress Points, Voidcraft

* Casting Time: 1 action
* Range: Self(Range of Line -- 30 ft)
* Components: V S
* Casting Time: Instantaneous
* Duration: 10 minutes
* Classes: Witch

The Witch conjures forth a long, black ribbon of void energy, extending forth from their wrists. This can be used for a multitude of tasks, and lasts until you will it away, are knocked unconscious, are disarmed of it, or the duration ends. The Witch Line can be used to make melee attacks, whipping, lashing, and cutting enemies for 2d6 dark damage as a melee spell attack. Additionally, the Witch Line can be used to grapple, grab, pull, and otherwise interact with objects or creatures within 30 feet of the caster.

At Higher Levels: For each additional stress point used in casting Witch Line, the line grows 10 feet longer and does an additional d6 dark damage.

#### Vacant Laceration

2 Stress Points, Voidcraft

* Casting Time: 1 Action
* Range: 80 feet
* Components: S
* Duration: Instantaneous
* Classes: Witch

The Witch channels void energy into a crescent blade shape and hurls it at the enemy.  The caster makes a magical spell attack against an enemy. If it hits, it deals 1d4 slashing, 1d4 dark damage, and the enemy must succeed on a CON saving throw, or take 1d4 Dark damage each turn for 3 rounds, or until they succeed on a CON saving throw.

At Higher Levels: For each additional stress point used in the casting of this spell, both the initial dark damage and the dark damage over time increase by 1d4.

### 3 Stress Point

#### Devouring Hand

3 Stress Points, Voidcraft

* Casting Time: Reaction
* Range: Self
* Components: S
* Duration: Instantaneous
* Classes: Witch

The Witch rips a hole into the void, summoning forth a small ‘tear’ that absorbs an incoming projectile. This allows the caster to nullify a projectile attack made against them, whether the projectile is a physical item like an arrow, or a magical projectile like a firebolt or magic missile. Additionally, the projectile is permanently lost, if a physical object. This however, does not work against Area of Effect spells like Fireball and Cloudkill. Additionally, Devouring Hand only works against one projectile per casting.

At Higher Levels: When you cast this spell using 8 SP instead of 3, Devouring Hand absorbs all incoming projectiles, and blocks the wielder from cone attacks until the user’s next turn.

#### Null

3 Stress Points, Void craft

* Casting Time: 1 Action
* Range: A 10 foot radius sphere centered on the self.
* Components: S
* Duration: Instantaneous
* Classes: Witch

The Witch violently pulls forth Void from their very core. Expelling it in a 10 foot radius sphere around them doing 2d8 dark damage. Enemies must make a Dex saving throw, taking full damage on a failure, and half damage on a success.

At Higher Levels: When you cast this spell using additional Stress Points, the sphere deals an additional 1d8 dark damage and expands by 5 feet in all directions for each added stress point.

#### Darkling Chains

3 Stress Points, Void craft

* Casting Time: 1 Action
* Range: 100 ft
* Components: S
* Duration: Instantaneous
* Classes: Witch

Chains of Void energy tear through the fabric of reality, coiling about two medium (or smaller) creatures. The target creatures must make a CON save, or be restrained by these eldritch chains until the end of their next turn.

At Higher Levels: For each additional stress point used in casting this spell, an additional medium creature can be targeted.

### 4 Stress Point

#### Void Ooze

4 Stress Points, Voidcraft

* Casting Time: 1 Action
* Range: 60 feet
* Components: S
* Duration: Instantaneous
* Classes: Witch

The witch spews forth a mass of void-altered poison, affecting a circular area with a 10 foot radius around a chosen spot.  All creatures standing in the chosen area must make a CON saving throw or take 4d6 dark damage and be poisoned (see the poisoned effect PHB), taking full damage on a fail, and half damage on a success. Enemies who start their turn in the ooze take 4d6 dark damage and the poison effect is reapplied.

### 7 Stress Point

#### Hungering Void

* Casting Time: 1 Action
* Range: 80 feet
* Components: S
* Duration: Instantaneous
* Classes: Witch

The witch designates a location at which they summon forth raw void energy, devouring a piece of the world. The caster selects a location, summoning a 20 foot sphere of void energy. All physical objects not worn or carried by a creature (barring those with specific protections) within the sphere are instantly destroyed. All creatures within the area of effect must make a DEX saving throw. Taking 10d8 dark damage on a success and half as much on a failure. If a creature is dropped to 0 hit points by this spell, they are erased from existence.

### 9 Stress Point

#### Implode

* Casting Time: 1 Action
* Range: 100 feet
* Components: S
* Duration: Instantaneous
* Classes: Witch

The witch conjures raw void energy within the body of a creature, imploding them in an instant. The target creature must make a CON saving throw. On a failure, they take 10d10+40 dark damage, and half as much if they succeed. If a creature is dropped to 0 hit points by this spell, they are erased from existence.