839 lines
No EOL
31 KiB
Text
839 lines
No EOL
31 KiB
Text
Erode
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3rd-level conjuration
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Classes: Occultist, Wizard
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Casting Time: 1 action
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Range: 20 feet
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Components: V, S
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Duration: Instantaneous.
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You blast a target with a glob of acid. The target must make a
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Dexterity saving throw. On failure, the target takes 8d4 acid
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damage immediately and becomes covered in acid. On a
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success, the target takes half as much damage and is not
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covered in acid. While covered in acid, the target takes 2d4
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acid damage at the end of each of its turns. The target or a
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creature within 5 feet of it can end this damage by using its
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action to clear away the acid.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 4th level or higher, the damage (both initial and later)
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increases by 1d4 for each slot level above 3rd.
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Acid Rain
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5th-level conjuration
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Classes: Druid, Occultist, Wizard
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Casting Time: 1 action
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Range: 300 feet
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Components: V, S
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Duration: Concentration, up to 1 minute.
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Acid rain begins falling within a 40-foot-radius 60-foot-high
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cylinder centered on a point you choose within range. When
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a creature moves into the spell's area for the first time on a
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turn or starts its turn there, the creature must succeed on a
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Dexterity saving throw or take 8d4 acid damage, and
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becomes covered in acid.
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A creature takes 2d4 acid damage if it ends its turn while
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covered with acid. A creature can clear the acid with an
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action.
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Arctic Breath
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1st-level conjuration
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Classes: Druid, Sorcerer, Wizard
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Casting Time: 1 action
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Range: Self (30 ft line)
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Components: V, S
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Duration: Instantaneous.
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A line of freezing arctic wind 30 feet long and 5 feet wide
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blasts out from you in a direction you choose. Each creature
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in the line must make a Dexterity saving throw. On a failed
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save, a creature takes 2d8 cold damage and their movement
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speed is reduced by 10 feet until the end of their next turn.
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On a successful save, a creature takes half as much damage
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and isn't slowed.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 2nd level or higher, the damage increases by 1d8 for
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each slot level above 1st.
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Entomb
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1st-level transmutation
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Classes: Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Concentration, up to 1 minute..
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You attempt to encase a Medium or smaller creature you can
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see within ice. The creature must make a Strength saving
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throw or become restrained by ice for the duration. At the
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end of each of its turns, the target takes 1d8 cold damage and
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can make another Strength saving throw. On success, the
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spell ends on the target.
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If the creature takes more than 5 fire or bludgeoning
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damage from a single damage roll while restrained, the ice
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breaks and the target is freed, ending the spell for the target.
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**At Higher Levels:** When you cast this spell using a spell
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slot of 2nd level or higher, the damage increases by 1d8 for
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each slot level above 1st.
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Cold Snap
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2nd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 action
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Range: 90 ft (5 ft radius)
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Components: V, S
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Duration: Instantaneous.
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A swirling burst of freezing wind erupts at a point you choose
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within range. Each creature in a 5-foot-radius sphere
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centered on that point must make a Constitution saving
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throw. On a failed save, a creature takes 3d8 cold damage
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and becomes stuck in the ice, reducing their movement
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speed on their next turn by 10 feet. On a success, the target
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takes half as much damage and is not stuck in ice.
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The ground in the area is covered with slick ice and snow,
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making it difficult terrain until the start of your next turn.
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**At Higher Levels:** When you cast this spell using a spell
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slot of 3rd level or higher, the damage increases by 1d8 for
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each slot level above 2nd.
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Flash Freeze
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3rd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 action
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Range: Self(30-foot cone)
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Components: V, S
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Duration: Instantaneous.
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A freezing wind ripples outward. Each creature in a 30-foot
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cone must make a Constitution saving throw. On a fail save, a
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creature takes 4d8 cold damage and is restrained by ice until
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the start of your next turn. On a successful save, the target
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takes half as much damage and isn't restrained.
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**At Higher Levels:** When you cast this spell using a spell
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slot of 4th level or higher, the damage increases by 1d8 for
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each slot level above 3rd.
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Ice Spike
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4th-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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You create a lance of ice that shoot up from the ground to
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impale a creature within range. The target must make a
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Dexterity saving throw. The target takes 4d8 piercing damage
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and 4d8 cold damage on a failed save. The target takes only
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the 4d8 cold damage on a successful save.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 6th or 7th level, you can create a second spike. When
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you cast this spell using a spell slot of 8th or 9th level, you can
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create a third spike. Additional spikes can target the same or
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different creatures.
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Earth
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Earth Ripple
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2nd-level transmutation
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Classes: Druid, Occultist, Sorcerer, Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous.
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You cause the earth to deform and ripple, a target creature
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must make a Dexterity saving throw or suffer one of the
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following effects (your choice):
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It is pulled into the earth, taking 1d8 bludgeoning damage
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and reducing its movement speed to zero until a creature
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spends an action to dig it free.
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It is slammed 5 feet in a direction of your choice by a wave
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of earth, taking 2d8 bludgeoning damage and being
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knocked prone.
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It is impaled by a spike of earth, taking 4d8 piercing
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damage.
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Fissure
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5th-level transmutation
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Classes: Druid, Sorcerer, Wizard
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Casting Time: 1 Action
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Range: Self (60 foot line)
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Components: V, S
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Duration: Instantaneous
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You rend asunder the earth in a 60-foot-long 5-foot-wide line,
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targeting an area of dirt, sand, or rock at least 10 feet deep.
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Creatures in that line must make a Dexterity save. On a
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failure, a creature falls into a suddenly opened crevice in the
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ground, falling into it before it snaps shut, crushing them.
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From the fall and crush, creatures that fail the saving throw
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take 6d10 bludgeoning damage. The creature is buried in 10
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feet of rubble, and creatures without a burrowing speed
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require 30 feet of movement to extract themselves from the
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loose rubble to return to where they failed the saving throw. If
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they end their turn while buried, they take an additional 1d10
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bludgeoning damage.
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Orbital Stones
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4th-level transmutation
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Classes: Druid, Sorcerer, Wizard
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Casting Time: 1 action
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Range: Self
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Components: V, S
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Duration: Concentration, Up to 1 Minute.
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You lift three inanimate Small or Medium sized rocks or
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similar objects from within 10 feet of you, causing them to
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defy gravity and slowly circle you. With all three stones
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orbiting, you have three quarters cover. With at least one
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stone remaining, you have half cover.
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As a bonus action while at least one stone remains in orbit,
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you can magically fling a stone at target within 60 feet. Make
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a ranged spell attack roll. On hit, the target takes 3d10
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bludgeoning damage and is knocked backward 5 feet.
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Stone Fist
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1st-level transmutation
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Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
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Casting Time: 1 action
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Range: Self
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Components: V, S
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Duration: 1 round.
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You turn your hand and forearm (or similar appendage) to
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stone until the start of your next turn. As part of casting the
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spell, you can make a melee spell attack against one creature
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you can reach. On a hit, the target takes 2d10 bludgeoning
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damage.
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Until the start of your next turn, you can use your reaction
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when you take slashing or piercing damage from an attack to
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gain resistance to damage from that attack.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 2nd level or higher, the damage increases by 1d10 for
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each slot level above 1st.
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Aether Lance
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3rd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 Action
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Range: Self (30-foot line)
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Components: V, S
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Duration: Instantaneous
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You gather raw aether in your hand and expel it in a lance of
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power forming a line 30 foot long and 5 foot wide. Each
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creature in a line takes 8d4 force damage.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 4th level or higher, the damage increases by 1d4 for
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each slot level above 3rd.
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Aether Storm
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5th-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 Action
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Range: 120 feet
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Components: V, S
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Duration: Concentration, up to 1 minute.
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You conjure a storm of aether erupting from a point of your
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choice within range. The aether storm fills a 10-foot radius,
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40-foot-high cylinder. When the storm appears, each creature
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within its area takes 8d4 force damage.
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A creature takes 1d4 force damage for each 5 feet they
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move through the storm, and if a creature ends their turn
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within the aether storm, they take 8d4 force damage. On your
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turn, you can move the storm 10 feet in any direction as a
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bonus action.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 6th level or higher, the damage increases by 1d4 for
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each slot level above 5th.
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Seeking Orb
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2nd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 Action
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Range: 5 feet
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Components: V, S
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Duration: Concentration, up to 1 minute.
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You create a Tiny orb of pure arcane energy that hovers
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within range, and designate a target creature within 120 feet.
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For the duration of the spell, at the end of each of your turns,
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the orb grows larger and moves 30 feet directly toward the
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creature. If the orb reaches the target, it will detonate dealing
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6d4 force damage and an additional 1d4 damage for each
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round since you cast the spell to the target. The spell ends
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after it deals damage. If the orb does not reach the target
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before the spell ends, it fades away without dealing damage.
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Force Bolt
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evocation cantrip
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Classes: Sorcerer
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Casting Time: 1 Action
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Range: 120 ft.
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Components: V, S
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Duration: Instantaneous
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You hurl a mote of arcane energy at a creature or object
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within range. Make a ranged spell attack against the target.
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On a hit, the target takes 2d4 force damage.
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This spell's damage increases by 2d4 when you reach 5th
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level (4d4), 11th level (6d4), and 17th level (8d4).
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Force Blade
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4th level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 bonus action.
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Range: Self (5 feet)
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Components: V, S
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Duration: Concentration, up to 1 minute.
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You create an oversized blade of pure scintillating force
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energy in your hand. For the duration of the spell, as an
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action, you can sweep the blade through on target within
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reach, dealing 2d12 force damage.
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Star Dust
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2nd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 Action
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Range: Self (30-foot cone)
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Components: V, S
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Duration: Instantaneous
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You evoke a burst of brilliant particles of force energy
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sweeping out in a 30-cone originating from you. Creatures in
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the radius take 3d4 force damage and the next attack roll
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made against them before the start of your next turn has
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advantage.
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Crackle
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2nd-level evocation
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Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous
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You create three arcs of lightning striking targets in range.
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You can direct them at one target or several.
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Make a ranged spell attack for each arc. On a hit, the target
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takes 1d12 lightning damage. If three or more arcs hit a
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single target, they must make a Constitution saving throw or
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become shocked, stunning them until the start of their next
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turn.
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**At Higher Levels.** When you cast this spell using a spell
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slot of 3rd level or higher, you create one additional arc for
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each slot level above 2nd.
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Electrocute
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3rd-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous.
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A massive arc of lightning leaps from your hand to a target
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you can see within range. The target must make a
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Constitution saving throw. On a failed save, the target takes
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4d12 lightning damage and is stunned until the start of your
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next turn. On a successful save, the target takes half as much
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damage and isn't stunned.
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**At Higher Levels:** When you cast this spell using a spell
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slot of 4th level or higher, the damage increases by 1d12 for
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each slot level above 3rd.
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Electrify
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1st-level evocation
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Classes: Occultist, Sorcerer, Wizard
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Casting Time: 1 bonus action
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Range: Self
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Components: V, S
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Duration: 1 round.
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You channel lightning into your hands. The next time you
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hit a creature with a melee attack (including a melee spell
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attack) before the start of your next turn, the target takes
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1d10 lightning damage and must make a Constitution saving
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throw. On a failed save, the target becomes stunned until the
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start of their next turn.
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The spell ends after dealing damage, or at the start of your
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next turn, whichever occurs first. For the duration of the spell,
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you can cast the spell shocking grasp.
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Lightning Charged
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2nd-level evocation
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Classes: Inventor
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Casting Time: 1 action
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Range: Touch
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Components: V, S, M (a piece of once used lightning rod)
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Duration: 10 minutes
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You channel lightning energy into a creature. The energy is
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harmless to the creature, but escapes in dangerous bursts to
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other nearby creatures.
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Every time that creature strikes another creature with a
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melee attack, a spell with a range of touch, is struck by
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another creature with a melee attack, or ends their turn while
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grappling or being grappled by another creature, they deal
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1d6 lightning damage to that creature.
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Once this spell has discharged 6 times (dealing up to 6d6
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damage), the spell ends.
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**At Higher Levels:** The spell can discharge damage 2
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additional times (dealing 2d6 more total damage) before the
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spell ends for each slot level above 2nd.
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Lightning Tendril
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1st-level evocation
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Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
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Casting Time: 1 bonus action
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Range: 20 feet
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Components: V, S, M (a twig from a tree that has been struck
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by lightning)
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Duration: Concentration, up to 1 minute.
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Crackling beams of blue energy leap from your hands. For
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the duration of the spell, as an action, you can direct them
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toward a creature within range, dealing 1d12 lightning
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damage to that creature.
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**At Higher Levels.** When you cast this spell using a 3rd- or
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4th-level spell slot, the damage increases to 2d12 and the
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range increases to 30 feet. When you cast it using a 5th- or
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6th-level spell slot, the damage increases to 3d12 and the
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range increases to 60 feet. When you cast it using a spell slot
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of 7th level or higher, the damage increases to 4d12 and the
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range increases to 120 feet.
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Jumping Jolt
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4th-level evocation
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Classes: Sorcerer, Wizard
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Casting Time: 1 action
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Range: 60 feet
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Components: V, S
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Duration: Instantaneous.
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You release an arc of lighting at a creature within range.
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Make a ranged spell attack roll against the target. On hit, the
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target takes 4d12 lightning damage, and you can cause the
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spell to jump to another target within 20 feet of the first
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target making a new attack roll for each target. The spell
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cannot hit the same target twice, or jump to a target out of
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the spells range. The spell can jump a maximum of five times.
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On a miss, the target takes half as much damage and the
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spell does not jump to a new target.
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**At Higher Levels:** When you cast this spell using a spell
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slot of 5th level or higher, the starting damage increases by
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1d12 for each slot level above 4th.
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Sky Burst
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5th-level evocation
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Classes: Druid, Sorcerer, Wizard
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Casting Time: 1 action
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Range: 120 feet
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Components: V, S
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Duration: Instantaneous.
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Five bolts of lightning strike five points of your choice that
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you can see within range. Each creature within 5 feet of the
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chosen points must make a Dexterity saving throw. A
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creature takes 4d12 lightning damage on a failed save, or half
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as much on a successful one. A creature in the area of more
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than one lightning burst is affected only once.
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**At Higher Levels:** When you cast this spell using a spell
|
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slot of 6th level or higher, you can call down an additional bolt
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of lightning targeting another point within range for each slot
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level above 5th.
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Bad Blood
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1st-level necromancy
|
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Classes: Druid, Occultist, Warlock, Wizard
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Casting Time: 1 action
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Range: 60 ft
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Components: V, S, M (a piece of rotten meat)
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Duration: Concentration, up to 1 minute.
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Targeting a creature you can see within range, you attempt to
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corrupt its blood. Creatures without blood are immune to this
|
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effect. The target must make a Constitution saving throw. On
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failure, they take 1d12 poison damage and become poisoned
|
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for the duration.
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At the end of each of its turns, the target can make another
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Constitution saving throw. On a success, the spell ends on the
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target, on failure; they take an additional 1d4 poison as the
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poison continues to ravage them.
|
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**At Higher Levels.** When you cast this spell using a spell
|
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slot of 2nd level or higher, you can target one additional target
|
||
for each slot level above 2nd. The targets must be within 30
|
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feet of each other when you target them.
|
||
|
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Nauseating Poison
|
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1st-level necromancy
|
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Classes: Druid, Occultist, Warlock
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Casting Time: 1 bonus action
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Range: Self
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Components: V, S
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Duration: 1 round.
|
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You shroud your hand, a weapon you are holding, or a natural
|
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weapon in dark ichorous miasma. The next time you hit a
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creature with a melee attack (including a melee spell attack)
|
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before the start of your next turn, the attack deals an extra
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1d12 poison damage and the target must succeed on a
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Constitution saving throw or be poisoned until the end of
|
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your next turn.
|
||
The spell ends after dealing damage, or at the start of your
|
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next turn, whichever occurs first.
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||
|
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Poison Dart
|
||
2nd-level transmutation
|
||
Classes: Occultist, Warlock, Wizard
|
||
Casting Time: 1 action
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||
Range: 60 ft
|
||
Components: V, S
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Duration: Instantaneous.
|
||
You conjure a dart of pure poison and hurl it at a creature you
|
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can see within range. Make a ranged spell attack. On a hit,
|
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the target takes 3d12 poison damage and must succeed a
|
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Constitution saving throw or become poisoned until the start
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||
of your next turn.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d12 for
|
||
each slot level above 2nd.
|
||
|
||
Poison Puff
|
||
4th-level transmutation
|
||
Classes: Druid, Occultist, Warlock, Wizard
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||
Casting Time: 1 action
|
||
Range: Self (30-foot cone)
|
||
Components: V, S
|
||
Duration: 1 round.
|
||
You exhale a cloud of poison that magically expands to fill a
|
||
30 foot cone. Creatures in that area must make a
|
||
Constitution saving throw. On a failure, they take 4d12
|
||
poison damage and become poisoned until the start of their
|
||
next turn. On a success, the target takes half as much
|
||
damage and is not poisoned.
|
||
The area is lightly obscured until the start of your turn, and
|
||
any creature that ends their turn within the area takes 2d4
|
||
poison damage.
|
||
|
||
Stinging Swarm
|
||
4th-level conjuration
|
||
Classes: Druid, Occultist, Warlock, Wizard
|
||
Casting Time: 1 action
|
||
Range: 60 ft
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You conjure a magical swarm of flying insects that fill a 5 foot
|
||
cube within range. For the duration of the spell, the swarm is
|
||
magically replenished and cannot be destroyed. As a bonus
|
||
action, you can direct the swarm to move up to 30 feet. If the
|
||
swarm enters another creature's space, it stops and swarms
|
||
them, stinging repeatedly, and cannot be moved until the start
|
||
of your next turn. The creature takes 2d4 piercing damage
|
||
and must make a Constitution saving throw, taking 2d12
|
||
poison damage on failure.
|
||
|
||
Spider Bite
|
||
3rd-level transmutation
|
||
Classes: Druid, Occultist, Warlock, Wizard
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You prick a target with a tiny magical fang of venom. Make a
|
||
melee spell attack against a creature within reach. On a hit,
|
||
the target takes 4d12 poison damage and must succeed on a
|
||
Constitution saving throw or becoming poisoned for 1
|
||
minute. At the end of each of its turns, the target can make
|
||
another Constitution saving throw. On a success, the target is
|
||
no longer poisoned.
|
||
If you miss your melee attack roll, you can concentrate (as
|
||
if concentrating on a spell) to maintain the attack for another
|
||
attempt until the end 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 1d12 for
|
||
each slot level above 3rd.
|
||
|
||
Vicious Vapors
|
||
2nd-level transmutation
|
||
Classes: Druid, Occultist, Warlock, Wizard
|
||
Casting Time: 1 action
|
||
Range: 60 ft
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You fill the air with poisonous vapors in a cube 5 feet on each
|
||
side. A creature must make a Constitution saving throw when
|
||
it enters the spell's area for the first time on their turn or
|
||
starts its turn there. On a failed save, they take 1d12 poison
|
||
damage and become poisoned until the end of their next turn.
|
||
On a successful save, they take half as much damage and do
|
||
not become poisoned.
|
||
You can move the cloud of vapors up to 20 feet as a bonus
|
||
action during your turn.
|
||
|
||
Echoing Lance
|
||
4th-level evocation
|
||
Classes: Occultist, Sorcerer, Wizard
|
||
Casting Time: 1 action
|
||
Range: 60 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You emit a targeted burst of intense sonic energy at a target
|
||
within range. The target must make a Constitution saving
|
||
throw. On failure, they take 3d8 thunder damage and become
|
||
deafened and stunned for the duration by the intense sound.
|
||
On a successful save, the target takes half as much damage
|
||
and is not stunned.
|
||
At the end of each of its turns, the target can make another
|
||
Constitution saving throw. On a success, the spell ends on the
|
||
target; on failurem they take an additional 1d8 thunder from
|
||
the echoes within their mind.
|
||
|
||
Sonic Shriek
|
||
5th-level evocation
|
||
Classes: Bard, Occultist, Sorcerer, Wizard
|
||
Casting Time: 1 action
|
||
Range: Self(120-ft cone)
|
||
Components: V, S
|
||
Duration: Instantaneous.
|
||
You emit a sonic blast covering a huge area. Each creature in
|
||
a 120 foot cone must make a Constitution saving throw. On a
|
||
failed save, a creature takes 6d8 damage and is deafened if
|
||
they are within 60 feet of you, or 3d8 damage if they are
|
||
further than 60 feet from you. On a successful save, a
|
||
creature takes half as much damage. The spell emits a
|
||
ringing shriek audible out to 300 feet in the direction cast.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for
|
||
each slot level above 5th.
|
||
|
||
Thunder Pulse
|
||
3rd-level evocation
|
||
Classes: Sorcerer, Wizard
|
||
Casting Time: 1 action
|
||
Range: Self(15-foot cone)
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You gather sonic energy and can expel it in shockwaves for
|
||
the duration. Until the spell ends, you can use an action to
|
||
emit a shockwave in a 15-foot cone. Each creature in that
|
||
area must make a Constitution saving throw, taking 3d8
|
||
thunder damage and being knocked 10 feet away from you on
|
||
a failed save, or half as much damage and not being knocked
|
||
away on a successful one.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for
|
||
each slot level above 2nd.
|
||
|
||
Thunder Punch
|
||
1st-level evocation
|
||
Classes: Sorcerer, Wizard
|
||
Casting Time: 1 action
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous.
|
||
You charge your hand (or similar appendage) with thunder
|
||
power. Make a melee spell attack against the target. On a hit,
|
||
there is a thunderous crash audible from up to 300 feet of
|
||
you and the target takes 3d8 thunder damage, and is knocked
|
||
10 feet away from you.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 for
|
||
each slot level above 1st.
|
||
|
||
Crashing Wave
|
||
1st-level conjuration
|
||
Classes: Druid, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: Self (15 foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
A wave of water sweeps out from you. Each creature in a 15-
|
||
foot cone must make a Strength saving throw. On a failed
|
||
save, a creature takes 2d6 bludgeoning damage and is
|
||
knocked 10 feet away from you. If a creature is knocked into
|
||
a wall, another creature, or fails by 5 or more, it is
|
||
additionally knocked prone. On a successful save, the
|
||
creature takes half as much damage and is not knocked back.
|
||
If you have a source of water at least 5 cubic feet within 5 feet
|
||
when you cast the spell, you can displace that water,
|
||
increasing the range of the spell to a 25 foot cone.
|
||
**At Higher Levels:** When you cast this spell using a spell lot
|
||
of 2nd level or higher, the damage increases by 1d6 for each
|
||
level above 1st.
|
||
|
||
Dancing Wave
|
||
2nd-level conjuration
|
||
Classes: Druid, Occultist, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You summon a surging mass of water into existence at a
|
||
point on the ground within range. The mass of water remains
|
||
cohesive filling a 5 foot radius, though only rises 3 feet from
|
||
the ground. The area is difficult terrain for any creature
|
||
without a swimming speed.
|
||
For the duration of the spell, as a bonus action you can
|
||
move the wave of water up to 30 feet along a surface in any
|
||
direction. The first time the wave enters any creature's space
|
||
during a your turn, they must make a Strength saving throw
|
||
or take 1d6 bludgeoning damage and be knocked prone. A
|
||
creature automatically fails the saving throw against this
|
||
spell if they are prone.
|
||
|
||
Geyser
|
||
4th-level conjuration
|
||
Classes: Druid, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You cause a massive eruption of water to blast upwards from
|
||
the ground at a point within range. Creatures within 10 feet
|
||
of the point must make a Dexterity saving throw or take 4d6
|
||
bludgeoning damage and be knocked 60 feet into the air. On
|
||
a successful save, creatures take half as much damage, and
|
||
are instead knocked their choice of 10 feet away from the
|
||
point or 10 feet upward.
|
||
|
||
Pressure Cutter
|
||
5th-level conjuration
|
||
Classes: Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: Self (60 foot line)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You unleash a blast of highly pressurized water in a 60-footlong 15-foot-wide line, slashing through everything in its path.
|
||
Each creature in the line must make a Dexterity saving throw,
|
||
taking 10d6 slashing damage on a failure. On a successful
|
||
save, a creature takes half as much damage.
|
||
**At Higher Levels:** When you cast this spell using a spell lot
|
||
of 6th level or higher, the damage increases by 1d6 for each
|
||
level above 5th.
|
||
|
||
Water Blast
|
||
1st-level conjuration
|
||
Classes: Druid, Occultist, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 30 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You conjure a ball of water before hurling it at a target. Make
|
||
a ranged spell attack against the target. On a hit, the target
|
||
takes 3d6 bludgeoning damage and if it is Large or smaller
|
||
must make a Strength saving throw or be knocked prone.
|
||
**At Higher Levels:** When you cast this spell using a spell lot
|
||
of 2nd level or higher, the damage increases by 1d6 for each
|
||
level above 1st.
|
||
|
||
Water Cannon
|
||
3rd-level evocation
|
||
Classes: Druid, Occultist, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: Self (30 foot line)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You unleash a spout of water that blasts out in a line 30-footlong and 5 foot-wide-line. Creatures in the area must make a
|
||
Strength saving throw, or take 6d6 bludgeoning damage and
|
||
be pushed to an open space at the end of the line away from
|
||
you. If there is no open space to move to (for example they
|
||
would move into a wall or another creature), they are pushed
|
||
to the closest space and take an additional 2d6 bludgeoning
|
||
damage and are knocked prone. On a successful save, they
|
||
take half as much damage and are not pushed.
|
||
|
||
Aero Barrage
|
||
4th-level transmutation
|
||
Classes: Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You create four lances of rapidly spinning condensed wind
|
||
and hurl them at targets within range. You can hurl them at
|
||
one target or several.
|
||
Make a ranged spell attack for each lance. On a hit, the
|
||
target takes 2d8 slashing damage and is knocked 10 feet
|
||
backwards.
|
||
**At Higher Levels:** When you cast this spell using a spell
|
||
slot of 5th level or higher, you create one additional lance for
|
||
each slot level above 4th.
|
||
|
||
Gale Bolt
|
||
1st-level evocation
|
||
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 120 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
A blast of concentrated wind streaks toward a creature of
|
||
your choice within range. Make a ranged spell attack against
|
||
the target. On a hit, the target takes 2d8 bludgeoning damage
|
||
and if it is Large or smaller is knocked 10 feet away from you.
|
||
**At Higher Levels:** When you cast this spell using a spell lot
|
||
of 2nd level or higher, the damage increases by 1d8 for each
|
||
level above 1st.
|
||
|
||
Windborne Weapon
|
||
transmutation cantrip
|
||
Classes: Druid, Sorcerer, Wizard
|
||
Casting Time: 1 action
|
||
Range: 150 feet
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Make an attack with a weapon with the ammunition or
|
||
thrown property as part of the action used to cast this spell,
|
||
turning it into a ranged spell attack. This attack ignores cover.
|
||
On hit, it deals 1d8 damage of the weapon's damage type.
|
||
**At Higher Levels:** This spell's damage increases by 1d8
|
||
when you reach 5th level (2d8), 11th level (3d8), and 17th
|
||
level (4d8).
|
||
|
||
Hurricane Slash
|
||
2nd-level evocation
|
||
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: Self (30-foot line)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You condense wind into a razor sharp blast that shreds a 30-
|
||
foot-long 5-foot-wide line. Creatures in the area must make a
|
||
Dexterity saving throw. A creature takes 3d8 slashing damage
|
||
on a failed save or half as much on a success.
|
||
**At Higher Levels:** When you cast this spell using a spell
|
||
slot of 3rd level or higher, you can create an additional line of
|
||
effect. A creature in the area of more than one slash is
|
||
affected only once
|
||
|
||
Suffocate
|
||
4th-level transmutation
|
||
Classes: Occultist, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 60 feet.
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
You create a whirling sphere of air around a target that
|
||
causes them to struggle to breathe. The target must make a
|
||
Constitution saving throw. On a failure, the target loses 5d8
|
||
hit points due to lack of air, has disadvantage on all ability
|
||
checks, and cannot speak. On a success, the target takes half
|
||
as much damage and suffers no other effects. For the
|
||
duration, as an action, you can force the creation to make a
|
||
saving throw against the ability again.
|
||
If a target fails their saving throw against this spell 3 times
|
||
in a row, they become incapacitated until they succeed on a
|
||
save or the spell ends. If you don’t use your action to force the
|
||
target to make a save, it counts as a success.
|
||
A creature that does not breathe is unaffected by this spell.
|
||
|
||
Tornado
|
||
5th-level transmutation
|
||
Classes: Druid, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: 120 feet.
|
||
Components: V, S
|
||
Duration: Concentration, up to 1 minute.
|
||
A whirling tornado erupts, filling a 20-foot-radius, 40-foothigh cylinder centered on a point within range.
|
||
Any creature that starts its turn within the tornado must
|
||
make a Strength saving throw. On a failed save, the creature
|
||
takes 4d8 bludgeoning damage and is pushed 10 feet away
|
||
and 40 feet up. On a successful save, the creature takes half
|
||
as much damage and isn't pushed.
|
||
As a bonus action, you can move the tornado up to 30 feet
|
||
in any direction. Any ranged weapon attack against a target
|
||
within 20 feet of the tornado has disadvantage, and any
|
||
ranged attack that passes through it automatically misses.
|
||
|
||
Vortex Blast
|
||
3rd-level evocation
|
||
Classes: Occultist, Sorcerer, Wizard.
|
||
Casting Time: 1 Action
|
||
Range: Self (30 foot cone)
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
You create a sudden violent vortex that blasts outwards in a
|
||
cone, tossing characters and objects within the area.
|
||
Creatures take 2d6 bludgeoning damage and must succeed a
|
||
Strength saving throw or be knocked 20 feet backward and
|
||
40 feet upward.
|
||
**At Higher Levels.** When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for
|
||
each slot level above 3rd. |