Spells
Playtest content. This is draft material and subject to change.
Level
Name
Casting Time
Duration
Range/Area
Attack/Save
Damage/Effect
3rd
1 Bonus Action
1 Minute
Self
WIS
Thunder
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon roars with a ear-splitting command, and the attack deals an extra 3d8 thunder damage to the target. Additionally, the target must succeed on a Wisdom saving throw or follow a command on its next turn.
You may choose from the following commands:
Drop. The target drops whatever it is holding and then ends its turn.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
3rd
1 Action
Instantaneous
20 ft.
DEX
Force
You create precise explosive detonations beneath creatures you can see. Each creature you choose that is on a solid surface within the area must make a Dexterity saving throw or it takes 4d8 force damage on a failed save, or half as much on a successful one. If a creature failed its saving throw its speed is reduced by half until the end of its next turn.
*- (caltrops and a tinderbox)
*- (caltrops and a tinderbox)
1st
1 Action
8 Hours
Self
-
-
LEVEL
1st
1st
CASTING TIME
1 Action
1 Action
RANGE/AREA
Self
Self
COMPONENTS
V,S,M *
V,S,M *
DURATION
8 Hours
8 Hours
SCHOOL
Divination
Divination
ATTACK/SAVE
-
-
DAMAGE/EFFECT
-
-
Upon casting this spell and entering a period of sleep or trance, your dreams become vivid and easily recalled. When you awaken, you remember every detail with striking clarity.
For the next 24 hours, you may add 1d6 to an Insight, History, or Religion check of your choice. This addition must be used before the next short rest or it is lost. The striking clarity of your dreams may also provide symbolic insights into challenges or quests you are facing; the specifics are at the GM's discretion.
*-(a pinch of sand and a feather)
3rd
1 Action
Instantaneous
60 ft.
Ranged
Force
LEVEL
3rd
3rd
CASTING TIME
1 Action
1 Action
RANGE/AREA
60 ft.
60 ft.
COMPONENTS
V,S
V,S
DURATION
Instantaneous
Instantaneous
SCHOOL
Evocation
Evocation
ATTACK/SAVE
Ranged
Ranged
DAMAGE/EFFECT
Force
Force
Designed to harness the unfettered core of magic, to use essence is a high-risk, high-reward gambit. Tampering with raw magic is exceptionally dangerous, yet undeniably potent. You channel essence to unleash a devastating surge of energy toward a creature within range. The targeted creature takes 3d8 force damage that cannot be resisted. You may choose to amplify the spell's power by spending one of your hit dice, thereby adding an additional 1d8 damage. However, if you do, you must make a Constitution saving throw (DC equal to 10 or half the damage dealt, whichever is higher). On a failed save, you suffer one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 1d8 for each slot level above 3rd. Additionally, you can choose to spend an extra hit die for each level above 3rd, with the same risk of exhaustion as detailed above.
Cantrip
1 Action
8 hours
60 ft.
Ranged
Frightened
LEVEL
Cantrip
Cantrip
CASTING TIME
1 Action
1 Action
RANGE/AREA
60 ft.
60 ft.
COMPONENTS
V,S
V,S
DURATION
Instantaneous
Instantaneous
SCHOOL
Evocation
Evocation
ATTACK/SAVE
Ranged
Ranged
DAMAGE/EFFECT
Force
Force
Originally designed to protect crops from pests, Harvest Guard has found use in deterring small creatures from specific areas. When cast, choose a 10-foot cube within range. Small or tiny creatures entering or starting their turn in the cube must make a Wisdom saving throw or become frightened and move away. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and is immune to the effects of Harvest Guard for 24 hours.
1st
1 Action
Instantaneous
Touch
Self
-
LEVEL
1st
1st
CASTING TIME
1 Action
1 Action
RANGE/AREA
Self
Self
COMPONENTS
V,S,M*
V,S,M*
DURATION
Instantaneous
Instantaneous
SCHOOL
Transmutation
Transmutation
ATTACK/SAVE
-
-
DAMAGE/EFFECT
-
-
Devised to sidestep the laborious rituals traditionally required for forming magical bonds, Instant Attunement allows you to immediately connect with a touched magic item that requires attunement. Upon casting, you instantly attune to a magic item you are touching, provided you meet the item's attunement prerequisites. This spell does not bypass class, race, or level restrictions on attunement, nor does it allow you to exceed your maximum number of attuned items. Casting this spell on an item to which you or someone else is already attuned has no effect. At Higher Levels. When you cast this spell using a 2nd-level spell slot or higher, you may choose to instantly unattune from one magic item you are currently attuned to, in addition to attuning to the new item.
*- (a golden key worth 50gp)
1st
1 Minute
Permanent
Touch
-
Buff
LEVEL
1st
1st
CASTING TIME
1 Minute
1 Minute
RANGE/AREA
Touch
Touch
COMPONENTS
V,S
V,S
DURATION
Permanent
Permanent
SCHOOL
Necromancy
Necromancy
ATTACK/SAVE
-
-
DAMAGE/EFFECT
Buff
Buff
Designed to mitigate the unsettling features of undead servitude, Mortis Cloak offers a more palatable presentation for your skeletal or zombie minions. Upon casting, the spell grants a skeleton or zombie 10 temporary hit points and creates a thin magical layer around the creature. While this layer doesn't alter the creature's inherent nature, it mitigates the foul smell, disturbing appearance, and haunting sounds commonly associated with undead, covering them with a golden shimmer. Interactions with the affected undead become less unnerving, their presence emits a scent of mild fragrance, and they are rendered undetectable by spells or abilities that specifically target undead. *- (a piece of silk and a vial of fragrant oil)
2nd
1 Minute
10 Minutes
25 ft. cube
-
-
LEVEL
2nd
2nd
CASTING TIME
1 Minute (R)
1 Minute (R)
RANGE/AREA
25 ft. cube
25 ft. cube
COMPONENTS
V,S,M *
V,S,M *
DURATION
10 Minutes
10 Minutes
SCHOOL
Divination
Divination
ATTACK/SAVE
-
-
DAMAGE/EFFECT
-
-
Choose a 25-foot cube within sight and select a specific 10-minute time frame within the last 24 hours. An illusion appears within the chosen cube, replaying the events and sounds that occurred during the specified time. The illusion is translucent and can be viewed from all angles. Each area can only be subject to this spell once; subsequent attempts to cast this spell in the same location will yield garbled, incomprehensible illusions.
At Higher Levels. When you cast this spell using a spell slot of 3rd level the spell may go back up to 48 hours. When you cast the spell using a spell slot of 4th level the time period is up to one week, and a spell slot of 5th level up to one month.
*- (a shard of crystal and a dollop of ink)
4th
1 Bonus Action
1 Minute
Self
CON
Necrotic
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon hisses with a vile miasma, and the attack deals an extra 4d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or it deals only half damage with weapon attacks that use Strength for up to 1 minute.
Until the spell ends, you can drain energy from the target. As an action you may deal 4d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Cantrip
1 Action
Instantaneous
Touch
-
Communication
LEVEL
Cantrip
Cantrip
CASTING TIME
1 Action
1 Action
RANGE/AREA
Touch
Touch
COMPONENTS
V,S
V,S
DURATION
Instantaneous
Instantaneous
SCHOOL
Transmutation
Transmutation
ATTACK/SAVE
-
-
DAMAGE/EFFECT
Communication
Communication
Created by the Arcane Collective and most commonly known as "The Gist," this cantrip facilitates the quick sharing of summarized information. With a touch and a spoken phrase, you can quickly catch a willing creature up on a specific topic or experience you've had. Upon casting, select a piece of information or experience you wish to share. The target gains an immediate, summarized understanding of this information, as if they had been briefly filled in. The spell is limited to transferring objective details and facts; it cannot convey emotions, intentions, or subjective interpretations.