A ton of generic fantasy assets for you to pick through. Take what you want, leave what you don't.
Played | 0 times |
Cloned | 4 times |
Created | 78 days ago |
Last Updated | 47 days ago |
Visibility | Public |
Insight (Animation)
You imbue an object with your energy, allowing you to sense its inner workings and contents. By holding the object, you can perceive its contents within a range of ten feet from the point of contact. This sense cannot spread through non-solid objects like water or air.
Preserve Flesh (Healing)
This spell halts the decay and death of living flesh at a cellular level, allowing a severed limb to remain viable for reattachment. While it prevents the flesh from dying, it does not prevent the death of the host, making it a useful tool for preserving body parts in emergencies. The caster must remain in physical contact with the flesh to keep the spell active.
Sense Through Construct (Animation)
This spell allows the caster to temporarily use one of the senses of a construct they have animated, provided the construct has the necessary sensory structure. For example, a construct with a preserved rat's eye can grant the caster sight, while a toy with a glass bead cannot. The caster must decide which sense this spell transmits when in physical contact with the structure, and can only change which sense is transmitted while in physical contact with the structure. The caster cannot cast this spell multiple times on the same construct.
Animate Small Construct (Animation)
You can animate a small construct, ranging from the size of a standard six-sided die to that of a small bird. The construct is under your direct control and cannot act independently, requiring you to physically touch the object to animate it, but no longer needing contact once animated.
Shadowy Illusion
When cast, this spell conjures a vague shadowy shape that resembles a silhouette of a creature up to the size of a full-grown orc. The shadow lacks detailed features, making it impossible to identify a specific individual, but it can be used to create distractions or confuse enemies.
Muffle Sound (Illusionist)
Create a zone of silence around yourself, dampening all sound within a ten-foot radius. Low volume noises are silenced, medium volume noises are reduced to low volume, and high volume noises are reduced to medium volume, allowing for stealthy movement.
Rune of Magnetic Guidance (Rune)
By inscribing this rune on a small oblong object, the object is subtly pulled towards magnetic north, aligning itself with the Earth's magnetic field. This spell harnesses the radiant energy present in the air, allowing the rune to function without the need for a charge or additional power source.
Blinding Flash (Illusion)
Unleash a sudden burst of radiant light that dazzles and temporarily blinds all creatures within a 20-foot radius. Those caught in the flash must succeed on a Constitution saving throw or be blinded until the end of their next turn.
Cramp (Healing)
The caster, in skin-to-skin contact with the target, induces painful spasms in any skeletal muscle of their choice. The target must succeed on a Constitution saving throw or suffer excruciating pain, causing disadvantage on their next attack roll or ability check.
Defibrillator (Healing)
This spell allows the caster to restart a stopped heart, enabling it to beat normally again on its own. Additionally, while in physical contact with the target, the caster can maintain the heart's rhythm, preventing it from stopping for the duration of the spell. Cannot be used to stop a heart.
Oxygen Extraction (Elementalist)
This spell allows the caster to separate and extract oxygen from water, creating a breathable air pocket. When cast continuously underwater, it generates enough oxygen for the caster to breathe normally, making it ideal for underwater exploration or escape.
Summon Wisp (Summoning)
Summons a small, brightly glowing ball of light that hovers near the caster, instinctively following them. If the wisp takes damage, it bursts into sparks and vanishes, and it cannot travel underwater. Maximum speed of 30.
Shove (General Magic)
You channel your magical energy into your physical strikes, adding an additional 100 pounds of kinetic force to any punch, kick, or shove. The impact feels like being struck by a heavy sandbag, pushing your target back and potentially knocking them off balance.
Stumbling Block (Elementalist)
Raise a small mound of earth or stone from the ground, creating an obstacle that can trip enemies or damage vehicles. The mound lasts for a short duration, making it a strategic tool in combat or during travel.
Pocket Dimension (Summoning)
This spell allows the caster to banish a single item smaller than a cubic foot into a pocket dimension, where it remains until summoned again. The caster can only have one item banished at a time, and time passes normally within this pocket dimension. The caster can banish or summon the item from or to their hand. The object cannot be alive.
Black Mark (General Magic)
The caster can leave a solid black mark wherever their finger touches. This mark cannot be wiped away and remains on the surface of the material. It lasts until either the sun rises or sets, with a maximum duration of one week.
Rune of Light (Rune)
This spell allows the caster to draw a glowing rune on a surface. Once charged for ten seconds, the rune emits a moderate amount of light, illuminating an area for up to three hours without needing to be recharged.
Last Words (Animation)
This spell allows the caster to animate a corpse, causing it to speak its last sentence from life. The body must be intact and in a condition suitable for speech, allowing for a brief moment of communication with the deceased.
Whisper (Illusion)
Whisper allows the caster to cause a single target within sight to hear one word, as if it were whispered directly into their ear. Additionally, the spell can create a short sound of the same volume, providing versatility in communication or distraction. Can be cast once every two minutes.
Mend (General Magic)
This spell allows you to repair a single broken item, restoring it to its original state. The item must be no larger than a cubic foot and must have been broken within the last year; it cannot be used to assemble complex items with multiple parts, only to mend solid physical objects. Cannot be used on living things.
Dehydrate Object (Elemental)
This spell allows the caster to manipulate water and remove it from an object, dehydrating it completely. The volume of the object can be up to one cubic foot, and the water extracted is pure and free of impurities, making it suitable for various uses, though it cannot be cast on living beings.
Simple Tracking Rune (Rune)
This spell allows the caster to inscribe a rune on a small container suspended by a string or chain. When the container holds a piece of a living target, such as blood, hair, or spit, the pendulum will subtly swing in the direction of the target from which the piece originated, guiding the caster towards their quarry.
Circle of Protection (Rune)
The caster creates a protective barrier in the shape of a circle, imbuing it with magical energy. While the caster maintains contact with the circle, it shields those within from external threats, but if any creature inside the circle disrupts it, the barrier collapses.
Candlelight Flame (Elemental)
You conjure a small, flickering flame that resembles a candle flame. This flame can be used to ignite flammable materials or illuminate dark areas, providing light in a 20-foot radius and dim light for an additional 20 feet.
Direct Blood Flow (Healing)
This spell allows the caster to manipulate the blood flow of a willing or unconscious target, redirecting it from one area of the body to another. While in contact with the target, the caster can significantly reduce blood loss from open wounds, stabilizing the target's condition and preventing shock.