Spells

The history of magicka is rich in the roots of the Infinity Haven, leading the evolution of magicka to be ever-changing and proven at times to be more powerful than other forms. Below is an alphabetical list of all magicka that originated from the realm.

### **Astral Vortex**

Level: 6th

Casting Time: 1 Action

Range/Area: 120 ft (300 ft Sphere)

Components: S, M (A pinch of stardust or meteorite dust, and gold worth 100gp)

Duration: *Concentration* 5 Minutes

School: Divination

Attack/Save: CON Save

Damage/Effect: Fire (2d4) (8d12)

You close your eyes and vision the astral realm. Stars and nebulas populate the sky, the stars begin to align themselves in the shapes of the Gods. They overlook you as you stare above into the dark sky.

The stars begin to burst and the Gods raise their weapons, light beams from their weapons and a vortex begins to spin in the sky above. The bursting stars send stardust falling to the ground with steam trails following.

While the astral vortex is active all enemies within 300ft are sucked towards the eye of the vortex, preventing them from exiting the area. As the stars burst initially the burning stardust lands on all enemies in the area doing 2d4 fire damage.

Additionally, the stars are sucked into the vortex as it closes and send a massive burst of stardust onto up to 3 enemies, dealing 8d12 fire damage.

Defender must succeed on a DC17 Constitution Saving Throw for both rolls. The first saving throw as the spell is cast and another as it ends. If an enemy tries to leave the area, the dome sends them back 50ft upon touch.

### **Dreamweave**

Level: 1st

Casting Time: 1 Action

Range/Area: 15 ft (15 ft Sphere)

Components: M (A Wet Cloth and A Pinch of Salt)

Duration: 1 Minute

School: Divination

Attack/Save: None

Damage/Effect: None

With strong meditation and focus, you can access the Outer Plane and see briefly into the future. You put a pinch of salt on your tongue, and place a wet cloth on your forehead and transcend into the Outer Plane and see everything within 15 feet of you in the past or future. You are able to control the speed at which the projection is played back at, such as fast forward, slow motion or paused. You can also walk freely in the projection to look around within the range that the spell is good for, when the projection ends you remain in the spot you entered the projection in. The world around you is not affected and continues while you are projecting.

### Ethereal Soul Eradication

Level: 9th

Casting Time: 1 Action

Range/Area: 80 ft

Components: V, S, M (a black sapphire worth 5,000GP)

Duration: Instantaneous

School: Necromancy

Attack/Save: CON17

Damage/Effect: Necrotic

The "Ethereal Soul Eradication" is a forbidden and malevolent spell that harnesses the darkest aspects of necromancy. When cast, the caster must make a successful melee spell attack by touching the target. If the attack hits, the spell triggers a cataclysmic rupture within the target's very soul.

Upon a successful hit, the target must make a Constitution saving throw. If the saving throw fails, the following effects occur:

* The target takes 10d10 necrotic damage, as the spell begins to consume their life force.
* The target's maximum hit points are reduced by an amount equal to the damage taken.
* The target's soul is eradication, preventing any form of resurrection or revival. True resurrection or a similar high-level divine magic is required to bring the target back to life.
* The target's body withers and turns to dust, leaving behind only the faintest trace of their existence.

This spell is considered one of the most sinister and forbidden spells in the world of magic, as it permanently severs the target from the cycle of life and death. It is only used by the most malevolent of necromancers and is often associated with dark rituals and ancient curses.

### **Ethereal Transposition**

Level: Cantrip

Casting Time: 1 Action *Ritual*

Range/Area: Touch 15 ft (15 ft Circle)

Components: S

Duration: Until Dispelled

School: Conjuration

Attack/Save: None

Damage/Effect: None

You begin to conjure an orb in your hands, slowly stretching it into a rune, and placing it on a flat object on the ground of your choice. It occupies a 15ft circular area around you and stays open until you return back from the Ethereal Plane, anyone or anything from the land of the living can freely enter as long as the spell is active.

### Brisbane's Magical Aura

Level: 4th

Casting Time: 1 Action

Range/Area: Touch

Components: S

Duration: Until Dispelled

School: Abjuration

Attack/Save: None

Damage/Effect: Item Becomes Invincible

Brisbane's Magical Aura is a protective enchantment created by the renowned wizard Brisbane Silverstrand, known for the creation of The Celestial Shieldbearers,. When cast, this spell imbues an aura of shimmering, ethereal energy around a single object, rendering it impervious to all forms of damage for the duration of the spell.

You squat and trace the sigil of The Celestial Sheildbearers, then touch the item you wish to protect, a radiant, semi-transparent field of magical energy envelops it. This aura is visually captivating, with colors that can vary depending on the caster's magical signature but often include shades of silver, blue, or gold. The aura is gentle to the touch, offering no resistance to those handling the protected object.

The enchantment serves as an impenetrable shield against both mundane and magical threats. It can withstand the most violent of impacts, resist the scorching fury of fire, defy the biting chill of frost, and even endure the relentless force of spells and supernatural abilities. The object protected by Brisbane's Magical Aura remains untouched and pristine, as though it were encased in an invulnerable cocoon.

### **Mass Concrete**

Level: Cantrip

Casting Time: 1 Action

Range/Area: Touch

Components: S

Duration: Instantaneous

School: Transmutation

Attack/Save: None

Damage/Effect: None

Any non living item you touch while casting Mass Concrete will increase its AC by +10