A world of darkness and light.. Sunshine and showers
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Created | 98 days ago |
Last Updated | 1 days ago |
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Banish Possession
This spell allows the caster to banish any malevolent spirit or entity that has taken possession of a creature. The target must succeed on a saving throw or be freed from the possession, with the spirit being sent back to its origin.

Summoning
This powerful spell allows the caster to summon any object, creature, or phenomenon that exists in the multiverse. The summoned entity appears in an unoccupied space within range and remains for the duration, obeying the caster's commands.

Absorb Essence
You draw the life force from a target, absorbing their vitality to heal yourself. The target must make a saving throw, or you regain hit points equal to half the damage dealt.

Personality Reflection
This spell allows the caster to channel their personality traits into a powerful magical effect. Depending on the caster's dominant personality trait, the spell can either bolster allies or hinder foes, reflecting the caster's inner self.
Exile
You banish a creature to a distant plane of existence, removing it from the battlefield for a duration. The target must succeed on a Wisdom saving throw or be transported to a plane of your choice, returning only when the spell ends.

Reincarnation
This spell allows the caster to bring a deceased creature back to life in a new body. The new form is determined by the caster's choice or by rolling on a table of available races, with the soul retaining its memories and personality.
Bone Manipulation
You can manipulate the bones of the living or the dead, reshaping them to your will. This spell allows you to create barriers, weapons, or even animate skeletal minions for a short duration.
Blood Control
You manipulate the blood of a target, allowing you to control their movements or inflict pain. This spell can be used to restrain an enemy or cause them to suffer, depending on your intent.
Spirit Sight
This spell allows the caster to see into the ethereal plane, revealing spirits and other incorporeal entities. For the duration, the caster can perceive hidden creatures and objects that are normally invisible to the naked eye, gaining insight into their nature and intentions.

Soul Bind
You bind the soul of a creature to a location or object, preventing it from moving on to the afterlife. The target must succeed on a Wisdom saving throw or be bound for the duration, unable to leave the area or object until the spell ends or dispelled.

Magic Bolt
A shimmering bolt of arcane energy streaks toward a target, dealing damage and potentially causing additional effects based on the caster's intent. The bolt can be infused with elemental properties, allowing for versatile applications in combat or utility.
Power Mimicry
This spell allows the caster to temporarily mimic the magical abilities of a target creature within range. The caster can choose one spell or ability that the target has used, replicating its effects for the duration of the spell.
Shapehsift
Transform your physical form into that of a creature you have seen before. You can mimic the appearance and basic abilities of the chosen creature, gaining its physical attributes and natural attacks for the duration of the spell.
Wild Surge
Unleash a chaotic burst of wild magic that can have unpredictable effects. The caster rolls on a wild magic surge table to determine the outcome, which can range from beneficial to detrimental effects.
Disruptive Wave
Unleash a wave of magical energy that disrupts spellcasting in a designated area. Any creature attempting to cast a spell within the area must succeed on a saving throw or have their spell fail and be unable to cast spells until the start of their next turn.

Reality Warp
Bend the fabric of reality in a 30-foot radius, causing chaotic effects that can alter the environment, create illusions, or even shift the positions of creatures within the area. The caster can choose one effect from a list of possibilities, such as creating difficult terrain, summoning illusory duplicates, or teleporting creatures randomly within the area.
Arcane Echo
You create a shimmering echo of a spell you have previously cast, allowing you to replicate its effects. The echo lasts for one minute and can be triggered to unleash the same spell effect again, but at half the original power.

Arcane Whirlwind
You conjure a swirling vortex of arcane energy that disrupts the battlefield. Enemies within the area must make a saving throw or take damage and be pushed back.

Blade Summoning
Summon a spectral blade that can be wielded in combat. The blade deals damage based on the caster's level and can be dismissed or resummoned at will.

Ballad of the Witches Road
A haunting melody that enchants the minds of those who hear it, causing them to see visions of their deepest fears and desires. The spell weaves a tapestry of illusion and charm, compelling listeners to confront their inner demons or succumb to their wishes.

Salt Pentagram
You create a protective pentagram of salt on the ground, warding off evil spirits and creatures. While within the pentagram, you and your allies gain resistance to necrotic damage and advantage on saving throws against being frightened.

Demon Banishment
This spell allows the caster to banish a demon back to its home plane. The target must succeed on a saving throw or be forcibly returned to its origin, leaving behind any summoned minions.

Banishment of the Celestial
This spell allows the caster to banish a celestial being, such as an angel, back to its home plane. The target must succeed on a saving throw or be sent away, leaving behind a faint glow that dissipates after a moment.

Second Chance
This spell grants the target a fleeting opportunity to redo a recent action. When cast, the target can reroll a failed attack roll, saving throw, or ability check made within the last minute, taking the new result instead.

Phoenix Rebirth
This spell allows the caster to envelop themselves in flames, sacrificing a portion of their health to restore themselves to full hit points. Upon revival, they gain temporary immunity to fire damage and can unleash a fiery explosion that damages nearby enemies.
Shadow Veil
You envelop yourself or a willing creature in a shroud of shadows, granting advantage on Stealth checks and imposing disadvantage on attacks against the target until the start of your next turn.

Arcane Surge
Unleash a wave of raw magical energy, empowering your next spell. The next spell you cast within the next minute is enhanced, dealing an additional 2d6 damage of the same type or increasing its range by 30 feet.

Chaos Transmutation
Unleashes a surge of chaos magic that disperses a massive energy field, transmuting everything within into manifestations of the caster's mind. Those affected are under the caster's control, reshaping the world to their perfect image until the magic is absorbed or dispelled.
Absorb Magic
This spell allows the caster to absorb magical energy from a target spell, converting it into temporary power. The absorbed magic can be used to enhance the caster's next spell or restore spell slots.

Arcane Shield
A shimmering barrier of magical energy surrounds the caster, providing protection against physical attacks. The shield absorbs a portion of incoming damage, dissipating after a set duration or when its energy is depleted.

Ethereal Convergence
You summon a rift to the Ethereal Plane, allowing you and your allies to phase in and out of reality. While within the rift, you can avoid attacks and pass through solid objects, but you cannot attack or cast spells until you exit the rift.
Eclipse of the Cosmos
You summon a celestial eclipse that engulfs the battlefield in darkness, disrupting the flow of magic and causing chaos among your enemies. All creatures within the area must make a saving throw or suffer debilitating effects, while allies gain enhanced magical abilities.
Eclipse of the Arcane
Unleash a wave of dark energy that engulfs a large area, suppressing all magical effects and dealing devastating damage to enemies caught within. This spell creates a temporary zone of magical nullification, where spells cannot be cast and existing spells are dispelled.

Absolute Chaos
Unleash a torrent of unpredictable magical energy that causes random effects in a large area. Each creature in the area must roll on a chaotic effects table, resulting in a variety of beneficial or harmful outcomes.

Arcane Manipulation
This spell allows the caster to manipulate magical energies in their vicinity, altering the effects of spells or magical items. The caster can change the target, range, or even the type of damage of a spell they can see being cast within 60 feet.
Magic Sight
This spell grants the caster the ability to see magical auras and effects within a specified range. The caster can discern the school of magic and the strength of the magical presence, allowing for better tactical decisions in combat or exploration.

Gust Manipulation
This spell allows the caster to control and manipulate air currents within a designated area. The caster can create gentle breezes, redirect projectiles, or even create small whirlwinds to obscure vision or hinder movement.

Earth Manipulation
This spell allows the caster to manipulate the earth and stone in a 30-foot radius, shaping it into simple forms or creating barriers. The caster can raise, lower, or move earth and stone, creating difficult terrain or protective walls for a limited duration.

Conjure Water
You conjure a volume of fresh water, enough to fill a 5-foot cube. This water can be used for drinking, extinguishing fires, or creating difficult terrain.

Flame Burst
Unleash a burst of fire in a small area, igniting enemies and objects within range. The flames deal damage and may cause ongoing burning effects.