This is a world where time cycles & destinies unfold across ages yet to come.
Played | 31 times |
Cloned | 2 times |
Created | 31 days ago |
Last Updated | 2 days ago |
Visibility | Public |

Listen to the Wind
You gain the ability to sense changes in weather and 'listen' to emotional shifts in the air. Once per long rest, you may cast Detect Thoughts or Augury without using a spell slot, interpreting the winds as whispers of insight or omens of fate.

Shield of Spirit
You create an ethereal barrier around yourself or an ally, providing protection against mental attacks, fear, physical attacks, magical attacks, and illusions. The barrier absorbs damage and grants advantage on saving throws against fear and illusion effects for the duration.

Fury of the Taint
Unleash the chaotic fury of saidin, channeling raw power that causes immense destruction. However, the caster suffers dizziness, bleeding, and hallucinations, with madness increasing with repeated use.

Healing Rain
Summon a gentle rain that soothes wounds and restores stamina. This magical downpour heals minor injuries and alleviates exhaustion for those within its area of effect.

Hail of Stones
You summon a rapid barrage of stones that rain down in a 15-foot radius, dealing bludgeoning damage to all enemies within the area. The ground trembles as the stones strike, creating a chaotic and dangerous environment for your foes.

Water's Touch
You conjure a drop of water or a cool liquid that can hydrate a creature or cool a heated object. This spell is perfect for quenching thirst or providing relief from heat, making it a versatile tool for adventurers.

Light of the World
Conjure a soft, steady light that illuminates a small area, providing visibility in darkness. This light is perfect for reading, traveling, or locating objects in dim conditions.

Mirror of Madness
You weave a tapestry of whispers and illusions that infects the mind of a target, causing creeping paranoia and confusion. The target must make a Wisdom saving throw or be overwhelmed by hallucinations, suffering from disadvantage on attack rolls and ability checks for the duration.

Taint Flare
A chaotic surge of raw saidin erupts from the caster, unleashing a wave of fiery energy that scorches enemies in its path. However, the overwhelming power of the spell can induce vivid hallucinations or debilitating physical side effects, causing the caster to experience madness that intensifies with repeated use.

Lightning Lash
You conjure a crackling bolt of lightning that arcs towards a target within range. The bolt deals significant damage at a distance but poses a danger to those nearby if they are in contact with metal or wet terrain.

Cleanse Corruption
You weave together the essences of spirit and water to remove minor mental and physical taints from a target. While it cannot cure madness from saidin, it delays its effects and soothes the symptoms, providing temporary relief to the afflicted.

Whipwind
You create a silent whip of air that lashes out at a target within range. On a hit, you can either knock the target back 10 feet or disarm them, causing them to drop one item of your choice.

Flame Lance
You conjure a precise, white-hot lance of fire and hurl it at a target. This lance deals strong fire damage, particularly effective against Shadowspawn, igniting them with intense heat.

Bind Threads
You weave bands of air around a creature, lightly restraining them. The target must succeed on a Strength check to move, but they can still speak and make minor movements.

Kindle Flame
You conjure a small flame at a point you choose within range, igniting candles, torches, or campfires. You can also increase the flame's size to create a brief burst of fire, dealing minor damage to a target within range.

Warding Whisper
You create an invisible ward that alerts you to any intrusions within a 10-foot radius. The ward lasts for several hours, but will fade if you move more than 30 feet away from its center.