
A cruel and harsh world. Hope is scarce, and mages are considered as a grave threat or demigods
Played | 62 times |
Cloned | 0 times |
Created | 148 days ago |
Last Updated | 22 days ago |
Visibility | Public |

Obliterate
A powerful spell that allows the caster to instantly kill any creature they can see. However, the cost of this spell is immense, requiring a sacrifice of a portion of the caster's own life force, which can have dire consequences.

Summon Daemon
You summon a powerful daemon from the lower planes to fight for you. The daemon obeys your commands and remains for the duration of the spell, wreaking havoc on your enemies.

Void Beacon
You create a pulsating beacon of void energy at a point you can see within range. This beacon emits a wave of psychic, thunder, and necrotic energy, dealing damage to all creatures in a 30-foot radius and potentially stunning them.

Void Narrative
You weave a tale of despair and emptiness, drawing on the void to sap the will of your enemies. All creatures within a 30-foot radius must confront the narrative, risking their sanity as they are engulfed in a narrative of their own fears and failures.

Sun Eclipse
You conjure a celestial phenomenon that temporarily darkens the battlefield, causing radiant energy to pulse from the shadows. Enemies caught in the eclipse must contend with blinding light and radiant damage, while allies gain enhanced abilities in the darkness.

Void Swarm
Unleash a swarm of void entities that engulf a designated area, dealing necrotic damage and potentially draining life from those caught within. The void entities linger for a short duration, creating an area of darkness that hinders visibility and movement.

Black Flames
Unleash a torrent of black flames that engulf your enemies, dealing necrotic and force damage. The flames linger, sapping the life force of those caught within, leaving them weakened and vulnerable.

Control Void
You manipulate the fabric of the void, creating a rift that can absorb spells and energy. Enemies within the area must contend with the gravitational pull of the void, risking damage and disorientation.

Control Shadows
You manipulate shadows within a 60-foot radius, allowing you to create areas of darkness, move shadows to obscure vision, or even animate them to perform simple tasks. This spell can also be used to create shadowy illusions or to conceal allies in darkness.

Soulcatch
You absorb the soul of a creature, trapping it within an object or within yourself. This soul can be used in various rituals, granting you unique benefits or powers depending on the nature of the soul captured.

Summon Void Avatar
You summon a powerful avatar from the void, which fights alongside you for the duration of the spell. The avatar can unleash devastating void energy attacks and absorb damage directed at you.

Bloodbath
Unleash a torrent of necrotic flames that engulf your enemies, dealing devastating damage and leaving them weakened. The flames siphon life force from those affected, healing you for a portion of the damage dealt.

Enthrall
This spell allows the caster to permanently enthrall a target, binding their will to the caster's desires. The target becomes a loyal servant, compelled to follow the caster's commands without question, though they retain their basic personality and memories.

Break Throat
You unleash a powerful wave of force that targets the throat of a creature, causing intense bludgeoning damage and potentially silencing them. The target must succeed on a Constitution saving throw or be unable to speak for a duration, as their throat is crushed by the force of the spell.
Shadow Mauler
You summon shadowy tendrils that lash out at your enemies, dealing slashing and necrotic damage. The tendrils can ensnare foes, reducing their movement and draining their life force.

Bonebreaker
You unleash a wave of necrotic energy that targets the bones of your enemies, causing excruciating pain and potential fractures. Creatures within range must make a saving throw or suffer severe damage and disadvantage on their next attack roll.

Dominate
You exert your will over a creature, bending it to your command. The target must succeed on a Wisdom saving throw or be charmed by you for the duration, following your verbal commands to the best of its ability.

Void Rend
You unleash a wave of dark energy that rends the minds and souls of your enemies. Targeting up to three creatures, they must make a saving throw or suffer psychic and necrotic damage, feeling the weight of the void itself.

Summon Fiend
You summon a fiend from the lower planes to fight for you. The fiend appears in an unoccupied space within range and acts on your initiative, obeying your commands. It remains for the duration or until it is dismissed.

Curse Weapon
This spell allows the caster to create a permanent cursed weapon or armor of their choice. The item will bear a dark enchantment that grants it unique powers at a cost to its wielder.

Summon Lich
You summon a powerful lich to aid you in battle. The lich obeys your commands and fights for you, using its dark magic and undead minions to overwhelm your enemies.

Void Serpent
Summon a serpent of void energy that slithers through the air, targeting a creature within range. The serpent constricts and poisons the target, dealing damage over time and potentially incapacitating them.

Locust Swarm
You summon a swarm of locusts that fills a 20-foot radius sphere centered on a point you choose within range. The swarm obscures vision, and creatures within the area must make a saving throw or take damage and be blinded until the end of their next turn.

Ungodly Light
A radiant beam of purple light bursts forth from your fingertips, illuminating the area with an eerie glow. Creatures caught in the light must confront their deepest fears, suffering psychic damage and potential confusion.

Summon Lesser Lich
You summon a lesser lich to aid you in battle. The lich obeys your commands and can cast a limited number of spells, providing both offensive and defensive support.

Shadowstorm
Unleash a tempest of dark energy that engulfs a designated area, dealing necrotic damage to all creatures within. The storm also obscures vision, imposing disadvantage on attacks made by affected creatures until the start of their next turn.

Void Ray
You conjure a beam of dark energy that streaks toward a target, dealing necrotic damage and potentially draining their life force. On a hit, the target must make a saving throw or suffer additional effects based on the outcome.

Dark Ritual
A sinister incantation that allows the caster to channel dark energies, resulting in one of several possible effects based on the caster's intent and the outcome of a roll. The ritual can summon shadows, drain life, or create a temporary barrier of darkness.

Afflict Disease
You unleash a wave of dark energy that infects a target with a debilitating disease. The target must succeed on a Constitution saving throw or suffer from the effects of the disease, which can cause exhaustion and other debilitating symptoms.

Speak with Dead
This spell allows the caster to communicate with a deceased creature, asking it up to five questions. The spirit can answer only if it has a mouth and is not bound to a location or object.

Void Whispers
You tap into the void, sending unsettling whispers into the minds of your enemies. They must confront their deepest fears, causing psychic damage and potential confusion.

Boil Blood
You cause the blood of a creature within range to boil, inflicting excruciating pain and necrotic damage. The target must succeed on a Constitution saving throw or take damage and suffer additional effects based on the outcome of the save.

Summon Ghoul
You summon a ghoul to fight for you. The ghoul appears in an unoccupied space within range and acts on your turn, obeying your commands. It remains for the duration or until it is reduced to 0 hit points.

Vanish
You momentarily become invisible, allowing you to escape danger or reposition yourself. While invisible, you cannot attack or cast spells, but you can move freely and avoid detection.

Blink
You momentarily shift out of the current plane of existence, allowing you to avoid attacks and reposition yourself.

Grave Breath
You exhale a noxious cloud of necrotic energy in a 15-foot cone. Creatures caught in the area must make a Constitution saving throw or take necrotic damage and become poisoned for 1 minute.

Entangle
You cause shadows in a 20-foot square to grow and twist, ensnaring creatures within. The affected area becomes difficult terrain, and creatures must succeed on a Strength saving throw or be restrained for the duration.

Curse
You place a debilitating curse on a target, causing them to suffer penalties to their actions. The target must succeed on a saving throw or be cursed for the duration, suffering disadvantage on ability checks and attack rolls.

Shadow Blast
Unleash a concentrated blast of shadow energy at a target, dealing necrotic damage and potentially blinding them. The shadows linger, creating an area of dim light that hampers visibility for enemies.

Shadow Clone
You create a shadowy duplicate of yourself that can distract enemies and provide minor assistance in combat. The clone lasts for up to 1 minute or until it is destroyed, and it can move and mimic your actions, but it cannot attack or cast spells.

Poisonous Infusion
You infuse a small amount of food or water with a toxic substance, causing harm to those who consume it. The target must succeed on a saving throw or take poison damage and suffer additional effects based on the severity of the poison.

Shadow Servant
You conjure a shadowy servant that can perform simple tasks for you. The servant can carry items, deliver messages, or perform menial tasks within a range of 30 feet, lasting for up to 1 hour.

Banshee Scream
Unleash a terrifying scream that resonates with the minds of your enemies, causing psychic damage and instilling fear.

Madness
You unleash a wave of chaotic energy that disrupts the minds of your enemies. Target creatures must succeed on a Wisdom saving throw or become confused, treating allies as enemies and attacking randomly for the duration.

Plague Missile
You conjure a missile of infectious energy that strikes a target, spreading disease upon impact. The target must make a saving throw or suffer from debilitating effects for a short duration.

Tentacle Strike
You conjure a spectral tentacle that lashes out at a target within range. The tentacle strikes with a force that can grapple or deal damage, depending on your choice.

Shadow Dagger
You conjure a dagger made of pure shadow, which you can throw at a target within range. The dagger deals slashing damage and can be used to strike from the shadows, allowing for stealthy attacks.

Darkness
You create a 20-foot radius sphere of magical darkness centered on a point you choose within range. This darkness blocks all light, including magical light, and creatures within it are heavily obscured, making it difficult to see anything beyond 5 feet.

Psychic Scar
You create a lingering psychic wound in the mind of a target, causing them to feel a sharp pain and suffer from mental distress. The target must succeed on an Intelligence saving throw or take psychic damage and have disadvantage on their next attack roll as they struggle to concentrate.

Life Drain
You siphon the life force from a target, dealing necrotic damage and healing yourself for a portion of the damage dealt. The target must be within range and can resist the effect with a successful saving throw.

Gaze of Fear
You fix your gaze upon a creature, instilling a deep sense of dread. The target must succeed on a Wisdom saving throw or become frightened for the duration.
Wish
This spell allows the caster to request a nearly limitless effect, bending reality to their will. However, the more powerful the wish, the greater the risk of unintended consequences.
Resurrect
This powerful spell allows the caster to bring a deceased creature back to life, restoring them to full health and vitality. The target must have died within the last 10 days and cannot have been killed by a spell that prevents resurrection.
Apocalypse
Unleash a cataclysmic storm of thunder and radiant energy, dealing devastating damage to all enemies in a wide area. The skies darken as a blinding flash of light strikes down, followed by a deafening roar of thunder, leaving foes in disarray.
Control Materials
You gain the ability to manipulate and control non-magical materials within a 60-foot radius. You can reshape, move, or animate materials such as wood, stone, metal, or cloth, allowing for creative uses in combat, crafting, or problem-solving.
Arcane Cage
You create a shimmering barrier of arcane energy that traps a creature within a 20-foot cube. The target must succeed on a Wisdom saving throw or be restrained for the duration, taking damage at the start of each of its turns.

Shatter Object
You unleash a wave of destructive energy that targets a single object or structure within range, causing it to shatter into pieces. The object must be non-magical and can be made of wood, stone, metal, or glass, and it must not be larger than a 10-foot cube.

Choke
You create a powerful force that constricts the throat of a target, causing them to struggle for breath. The target must succeed on a Constitution saving throw or take damage and be incapacitated for the duration.

Control Elements
You gain the ability to manipulate the fundamental elements of nature—earth, air, fire, and water. Choose one element to control, allowing you to create barriers, summon storms, or shape the terrain to your advantage.

Summon Celestial
You call forth a celestial being to aid you in battle. The celestial appears in an unoccupied space within range and acts on your initiative, obeying your commands. It can attack, cast spells, or provide support as needed.

Telepathy
You can communicate telepathically with any creature you can see within range. The target can respond in kind, allowing for silent conversations over any distance, as long as you both are on the same plane of existence.

See Future
This spell allows the caster to glimpse a possible future event, providing insight into potential outcomes of a specific action or decision. The vision lasts for a brief moment, revealing a single possible future scenario based on the caster's current situation.

Acid Sphere
You conjure a swirling sphere of corrosive acid that you hurl at a target within range. Upon impact, the sphere explodes, dealing acid damage to all creatures in a 20-foot radius and leaving a lingering pool of acid that damages those who enter it.

Paralysis
You attempt to paralyze a creature within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. While paralyzed, the creature is incapacitated and cannot move or speak, and it automatically fails Strength and Dexterity saving throws.

Eruption
You summon a violent eruption of molten rock and fire from the ground, dealing damage to all creatures in a designated area. The eruption creates a hazardous terrain that lasts for a duration, causing ongoing damage to those who remain within it.

Elemental Fury
Unleash a devastating wave of elemental energy, combining the ferocity of fire and the chill of ice. Enemies caught in the blast must contend with both burning flames and freezing winds, suffering from both fire and cold damage.

Read Thoughts
You can delve into the mind of a creature you can see within range, allowing you to read its surface thoughts and emotions. This spell grants you insight into the target's immediate intentions and feelings, which can aid in negotiation or combat.

Create Weapon
You conjure a permanent weapon or piece of armor of your choice, imbuing it with magical properties. The item is crafted from pure arcane energy and retains its form and function indefinitely, unless dispelled or destroyed.

Conjure Elemental
Summon an elemental creature of your choice (air, earth, fire, or water) to fight alongside you. The elemental obeys your commands and remains for the duration of the spell or until it is dismissed.

Soar
You gain the ability to fly at a speed of 60 feet for the duration of the spell. You can ascend, descend, and maneuver freely in the air, allowing for strategic positioning in combat or exploration.

Great Shockwave
Unleash a powerful shockwave that emanates from you, knocking back enemies and dealing damage in a wide area. The shockwave disrupts the battlefield, creating difficult terrain for those caught in its wake.

Conjure Golem
Summon a powerful golem to fight for you. The golem obeys your commands and acts on your initiative, providing both offense and defense in battle.

Cure Disease
This spell allows the caster to remove diseases from a target creature. The caster must touch the creature and channel divine energy to cleanse it of ailments, restoring health and vitality.

Break Curse
You target a creature or object afflicted by a curse, attempting to dispel the magic that binds it. On a successful casting, the target is freed from the curse, restoring its original state and any lost abilities or effects.

Teleport
You instantly transport yourself and up to eight willing creatures to a destination you specify, provided you are familiar with the location. The spell can also be used to travel to a location you have seen before or to a place described to you, but the latter carries a risk of miscalculation.

Conjure Beast
Summon a beast of your choice from the wilderness to aid you in battle. The beast appears in an unoccupied space within range and acts on your initiative, obeying your commands until the spell ends.

Freezing Wind
Unleash a chilling gust of wind that sweeps through an area, freezing enemies in place and dealing cold damage. The icy blast can also hinder movement, making it difficult for foes to escape its grasp.

Sunbeam
A brilliant beam of radiant light bursts from your fingertips, illuminating the area and searing your enemies. All creatures in the area must make a saving throw or take radiant damage, while allies are invigorated by the light.

Inferno Sphere
A blazing sphere of fire that explodes upon impact, dealing damage to all creatures in a wide area. The intense heat ignites flammable objects and can leave a lingering fire in the area.

Identify Object
You can determine the properties and magical nature of a single object you touch. This spell reveals whether the object is magical, its properties, and any spells affecting it.

Protective Barrier
Create a shimmering barrier of magical energy that surrounds a target, granting them increased protection from harm. The barrier absorbs a portion of incoming damage and can be dismissed at will by the target.

Magic Fists
Unleash a flurry of magical punches that strike with force energy. Each punch deals damage and can knock the target back if they fail a saving throw.

Flying Eye
You conjure a magical eye that flies to a location within range, allowing you to see and hear from that vantage point. The eye can move up to 30 feet per round and lasts for the duration of the spell, providing you with a unique perspective on your surroundings.

Magic Senses
Enhance your perception of magical auras and energies in your surroundings. For the duration of the spell, you can sense the presence of magic within a 60-foot radius, identifying the school of magic and the strength of each aura.

Conjure Minor Elemental
Summon a minor elemental creature to aid you in battle or perform tasks. The elemental obeys your commands and remains for the duration of the spell, providing assistance in combat or utility as needed.

Empathy
You create a deep connection with a target, allowing you to sense their emotions and share in their feelings. This spell can help in negotiations, calming fears, or understanding motives, providing advantage on Charisma checks against the target for the duration.

Thunderstrike
Unleash a powerful bolt of thunder that strikes a target within range, dealing damage and potentially stunning them. The sound of the thunder is deafening, echoing in the surroundings.

Stun Missile
You conjure a magical missile that streaks toward a target, attempting to stun them on impact. If the missile hits, the target must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Steel Storm
Unleash a barrage of razor-sharp metal shards in a 20-foot radius, dealing damage to all creatures within the area. The storm lasts for one round, causing additional damage to those who remain in the area at the start of their turn.

Tongues
You gain the ability to understand and speak any language for the duration of the spell. This allows you to communicate with creatures that speak languages you do not know, facilitating diplomacy and negotiation.

Enchant Object
This spell allows the caster to imbue a non-magical object with magical properties. The object can gain a specific enhancement or ability, making it more useful in various situations.

Wall of Fire
You create a wall of fire that can be shaped into a wall up to 60 feet long, 20 feet high, and 1 foot thick. The wall deals damage to creatures that pass through it and can be used to block movement or line of sight.

Telekinesis
This spell allows the caster to manipulate objects from a distance, moving them up to 30 feet in any direction. The caster can lift, push, or pull objects weighing up to 50 pounds, making it useful for both combat and utility purposes.

Poison Fog
You conjure a thick, noxious fog that envelops a designated area, causing harm to those who enter or remain within it. The fog lingers for a short duration, creating a hazardous environment for enemies.

Soothe
A gentle wave of calming energy envelops a creature, easing their pain and anxiety. The target feels a sense of tranquility, reducing their stress and discomfort.

Force Push
A wave of telekinetic energy emanates from you, pushing away creatures and objects in a specified direction. This spell can be used to create space in combat or to move objects out of the way.

Heat Metal
You cause a metal object to glow red-hot, dealing damage to any creature in physical contact with it. The affected creature must succeed on a Constitution saving throw or take damage from the heated metal.

Acid Rain
You conjure a rain of corrosive acid that falls in a 20-foot radius centered on a point you choose within range. Creatures caught in the rain must make a saving throw or take acid damage, and the area becomes difficult terrain for the duration.

Lightning Chain
You conjure a chain of crackling lightning that arcs between targets. Choose up to three creatures within range; each must make a Dexterity saving throw, taking lightning damage on a failed save or half as much on a success.

Ice Shard
You conjure a shard of ice and hurl it at a target within range. The shard deals cold damage and can potentially slow the target's movement for a brief period.

Flame Bolt
You hurl a bolt of fire at a creature or object within range. On a hit, the target takes fire damage and must make a saving throw to avoid additional effects.

Shimmer
You create a brief, dazzling display of light and color that distracts and confuses your enemies. The shimmering effect can cause creatures to lose focus, making it harder for them to concentrate on their actions.

Orb of Light
You conjure a floating orb of light that illuminates the surrounding area. The orb can be moved up to 30 feet away from you and lasts for up to 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Minor Trick
You conjure a small, harmless illusion or perform a minor magical effect, such as making a coin disappear or creating a flickering light. This spell is often used for entertainment or to distract others.