Post by Kahz on Aug 31, 2015 21:35:37 GMT 10
Arc of Lightning
4th-level Conjuration
Spell List: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Two small iron rods)
Duration: Instantaneous
Static fills the air as you complete the spell. With a gesture, you create magical conductivity between two creatures, and a bolt of electricity arcs between them with a shockingly loud crackle.
Choose two creatures within the range of this spell as the conduction points for the lightning. Those two creatures, and every creature located between them in a direct line 5 feet wide must make a Dexterity saving throw. On a failure, a creature takes 10d6 lightning damage, or half as much damage on a successful one.
At Higher Levels:
When casting this spell using a spell slot of 5th level or higher, it deals an additional 1d6 damage for each slot level above 4th.
Drown
6th-level Conjuration
Spell List: Druid
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You speak the words and make the sign of the wave. Your foe splutters, water gushing from his mouth, then collapses.
You create water in the lungs of a single creature within range, causing it to begin suffocating (P.183 PHB) as if it had run out of breath. Coughing and other attempts by the target to physically expel the water from its lungs are useless. However, another creature can stabilize the target by using its action to perform an Wisdom (Medicine) check against your spell save DC on the creature before it dies.
Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
At Higher Levels:
When casting this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Deep Breath
1st-level Conjuration
Spell List: Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 Reaction, which you take when your breathing is being or about to be impeded.
Range: Self
Components: V
Duration: 1 minute
You let out a quick cry and instantly feel your chest swell with air, as if you had taken a deep breath. Strangely, you feel no need to exhale.
Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell's duration expires, you can continue to hold your breath as if you had just gulped down a lungful of air.
Electrical Jolt
Evocation Cantrip
Spell List: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A white-hot electric spark dances on your fingertip, then bolts toward your target.
You release a small stroke of electrical energy at once creature within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d6 lightning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Melt Metal
3rd-level Transmutation
Spell List: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (A drop of mercury in a vial)
Duration: 1 round
You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow.
You alter the physical properties of a non-magical metal object weighing no more than 50 pounds that you can see within range so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. If this object is being worn or carried by a creature, the creature must make a Wisdom saving throw, resisting the spell on a success.
At Higher Levels:
When casting this spell using a spell slot of 4th level or higher, the maximum weight of the object that you can target with this spell increases by 50 pounds for each slot level above 3rd.
Alternatively, when casting this spell using a spell slot of 4th level or higher, you can target one additional non-magical metal object for each slot level above 3rd. The objects must be within 30 feet of each other when you target them.
Sandblast
1st-level Evocation
Spell List: Druid
Casting Time: 1 action
Range: Self (10-foot radius sphere)
Components: V, S, M (A handful of sand)
Duration: Instantaneous
Whipping your hand in a wide arc, you spray sand from your fingers in a powerful blast.
All creature within the sphere (except yourself) must make a Dexterity saving throw. On a failure, each creature takes 1D6 bludgeoning damage and are blinded until the end of their next turn. On a successful save, a creature takes half this damage and is not blinded.
This damage is considered non-lethal.
At Higher Levels:
When casting this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 damage for each slot level above 1st.
Undersong
1st-level Transmutation
Spell List: Bard
Casting Time: 1 action
Range: Self
Components: V
Duration: 30 minutes
When you cast this spell, a familiar and soothing song wells up in your mind.
This spell brings to your mind a song that helps you retain your concentration. The song does not distract you from any task at hand, on the contrary, by humming along to the tune you can focus your mind with ease. As long as this spell is in effect, you can make a Constitution (Performance) ability check in place of any Concentration saving throw you are required to make.
Whirling Blade
2nd-level Transmutation
Spell List: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (A single melee weapon that deals slashing damage)
Duration: Instantaneous
With weapon in hand, you finish the last of the arcane gestures and words that activate the power of this spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.
You hurl a weapon held at the time of casting, and it magically attacks all enemies in a line 5 foot wide and 60 foot long. You make a single melee weapon attack against each creature in the line, rolling separately for each. You can use your Intelligence or Charisma modifier in place of strength for attack and damage rolls for these attacks, if you wish. You can only make one attack against each creature. The weapon deals normal damage for its type, including any bonuses it might have as if you'd made the attack in melee from things such as Battlemaster Maneuvers, feats, or special abilities from the weapon itself.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, the weapon makes a second attack against each creature in the line as it returns to your hand.
Allegro
3rd-level Transmutation
Spell List: Bard
Casting Time: 1 Bonus Action
Range: Self (20-ft radius sphere)
Components: V, S, M (A tail feather from a bird of prey)
Duration: Concentration, up to 5 minutes.
With a quick wiggle of your fingers and a few arcane words, you release the feather in your hand to complete the spell. Suddenly, translucent blue motes burst outward from you and collect on yourself and your nearby allies before fading away.
Each creature within the spell's area can use a bonus action on its turns to take the Dash action.
This effect persists for as long as the spell is maintained, regardless of if a creature moves more than 20 feet away from you.
Black Blade of Disaster
9th-level Conjuration
Spell List: Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes.
You create a black blade-shaped planar rift about 3 feet long. When you cast the spell, you can make a single melee spell attack against a creature within 5 feet of the weapon. On a hit, the target must make a Constitution saving throw. On a failure, the target takes 25d6+60 force damage. On a successful save, the target takes 5d6 force damage instead. As an action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it. If you do not direct the blade, it returns to your side and hovers there, awaiting your command. You are never considered to be flanking an enemy with the blade, nor can you provide flanking to another creature because of it.
The blade can pass through any magical barrier of equal or lesser level than than its spell level, but cannot penetrate dead magic areas or an antimagic field.
Thoughts?