One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Played | 8 times |
Cloned | 1 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Star Splash
A high-level one-handed thrusting Sword Skill.
Diagonal Sting
A high thrust followed by a low thrust that begin from a dance-like pre-motion.
Quadruple Pain
A rapid four-hit thrust that can immobilize the target.
Streak
A basic diagonal slash.
Triangular
A powerful three-hit skill.
Crucifixion
A skill composed of six strikes, the first three being vertical thrusts, and the latter three being horizontal thrusts, creating a figure of a cross.
Linear
The first rapier skill learned. It delivers a single thrust at the enemy at a great speed.
Neutron
A high-ranking extreme speed Sword Skill that delivers 5 consecutive thrusts. 20% Physical and 80% Holy damage
Oblique
A low thrust skill. Its range is shorter than Linear's, but the power is higher due to the user's weight behind it.
Follum
A slashing attack for the rapier that curves upward from the left hip, making a sharp loop at its peak, before transitioning into slash towards the user's lower right. The trajectory of the skill mimics the Latin lowercase cursive "l".
Soaring Star
The caster leaps 20 feet into the air, surrounded by a burst of cosmic energy. They then release a moon ball of energy that travels towards an opponent at 50 feet per action, dealing 1d4 fire damage and 2d6 force damage upon contact.
The Stars Inhale
Grants the ability to breathe in any environment, including underwater, in space, or other airless conditions, for the duration of the spell. This can only be casted once every 5 days the cooldown is 10 days
Star Ki Flight
Harness your star ki to levitate or fly, moving at 20 feet per action, increasing by 5 feet per level.
Star Slashes
The caster is surrounded by a burst of cosmic energy resembling the moon and stars, forming ethereal wings on their back. On the caster's next turn, any enemy that hits them takes 4d4 slashing damage as the wings slash back.
The Stars Lesser Wish
You summon a shooting star that grants a weak wish. The wish's effect is significantly diminished, providing only a fraction of the desired outcome, such as receiving $10,000 instead of a million dollars, with limited frequency. The average is 100 times or 25 weaker than normal wish depending on the wish
Stars absorption
You seize control of multiple opponents' techniques, turning their own powers against them. This spell allows you to mimic and redirect the effects of up to three different attack spells or abilities used against you within the last round. This can only be activated if the opponents is not alone
Appraisal
Look at any item or NPC and say "Appraisal" to reveal a status window. For items, it shows name, type, quality, and description. For NPCs, it displays name, level, and class. Information detail increases with user's skill level.
Craft
Say "Craft" to reveal a status window showing Materials Available (listing all crafting materials in PC's inventory with quantities), Craftable Items (listing potential items based on skill level, with format: Item Name (Required Materials), marked as AVAILABLE or UNAVAILABLE), and current Crafting skill level. To craft, say "Craft [item name/number]". Window updates real-time with inventory changes. Higher skill levels unlock more recipes and increase success rates. If inventory is empty, window shows "No materials available for crafting." User makes all crafting decisions, with skill level affecting item quality and success chance.

Sess' Magic Eye
Sess activates his item "Sess' magic eye", by closing his regular eye, he is able to see the matrices of magic that permeate all beings and things. He sees the weave as an infinitely intricate tapestry of magical threads. He can tell which school they come from, and the strength of them. Some things remain unknown to him as the tapestry of threads that connect all things can be obscured and twisted by various means both intentionally, and unintentionally. Additionally this magic eye replaces his blind eye at no loss of perception for matters of combat and roleplay he can see as if he had two normal working eyes, although he has to close his one remaining eye to use this at-will function. Sess receives advantage on all perception insight, and sleigh of hand checks while this is cast.
Bring Your True Ancient Dragon
Every time the user has used some in baby dragon that baby dragon has been analyzing the users fighting style and abilities now combinating in a dragon that uses that exact fighting style as well as they can You summon a lesser deitylike dragon that fights alongside you for up to 24 hours. HP Range: 196 AC: 21 Size gargantuan Type Dragon Languages Common, Draconic Abyssal Elvish (or yours) Walk 90 ft./s Fly 150 ft./s Climb 90 ft./s Blindsight 60 ft. Darkvision 290 ft. Vulnerabilities Bludgeoning acid Resistances Piercing slashing Immunities Fire Condition Immunities Frightened Charmed Fire Breath The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw,. Doing 6d12 fire
A Baby Dragon's might
Unleash a piercing attack inspired by a baby dragon's might, dealing 4d6 piercing damage to a single target. This attack automatically hits but can only be used once per short or long rest.
Dragon's Jealous Inspiration
Once per lifetime, the caster empowers any move with 'dragon', 'draconic', 'drake', or 'fire' 'flame' 'flaming' 'scorching' 'Heat' in its name to become five times as strong or effective. This ability resets upon resurrection.

Dragon's Inspiration
Once per long rest, the caster channels draconic power, doubling the strength or ability of all moves with 'dragon', 'draconic', 'drake', or 'fire' 'flame' 'flaming' 'scorching' 'Heat' in their name, while tripling the weakness of moves without 'dragon' in their name. This effect does not enhance Dragon's Inspiration itself.
Dragon Fist
You unleash a serpentine draconic spirit in a 60-foot cone. Creatures in the area must make a Strength saving throw, taking 2d8 radiant damage and knocked prone on a failed save, or half damage and no prone on success. Choose one creature in the cone; if it fails, it takes an additional 12d6 piercing damage and is pushed up to 100 feet away. If the pushed target hits a surface, both it and the surface take 1d6 bludgeoning damage per 10 feet pushed.

One of the Dragon Clan
For 3 days, dragons are more friendly to the caster, perceiving them as kin. Young dragons imprint on the caster, defending them fiercely. Ancient dragons see through the effect and become hostile in the caster's presence.

Serpent Dragon's Hand
A spectral, floating dragon hand appears at a point within 30 feet. It lasts for 1 minute or until dismissed. You can use your action to control it to manipulate objects, open unlocked doors or containers, stow or retrieve items, or pour contents from a vial. The hand moves up to 45 feet per use, can't attack, activate magic items, or carry more than 20 pounds.
Inherited Dragon Tail
You manifest a spectral dragon tail that lashes out at a target within 35 feet. The attack deals bludgeoning and fire damage, embodying the fiery legacy of draconic heritage. (2d8 + 4) bludgeoning damage And (1d4 + 2) fire

Spiritual Dragon's Inferno
Conjures spectral dragons in a 30-foot radius around a target, each dragon unleashing fiery breath that scorches the opponent.

Behold Dragon Flames
A variant of Burning Hands where the caster's hands ignite with pink and orange flames, dealing fire damage in a 15-foot cone.
Benevolent Dragon's Claws
The user's hands are enveloped in spiritual energy radiating intense heat. The user makes a melee weapon attack that deals slashing and fire damage, with a smaller amount of piercing damage.

The Dragons Ray
A variant of Eldritch blast A beam of crackling Ray of lightning and fire swirling around that streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire and lightning damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Summon your Dragon Lv.3
Every time the user has used some in baby dragon that baby dragon has been analyzing the users fighting style and abilities now combinating in a dragon that uses that exact fighting style as well as they can You summon a dragon that fights alongside you for up to 10 hours. HP Range: 96 AC: 19 Size large Type Dragon Languages Common, Draconic (or yours) Walk 90 ft./s Fly 130 ft./s Climb 90 ft./s Blindsight 60 ft. Darkvision 130 ft. Vulnerabilities Bludgeoning cold acid Resistances Piercing slashing Immunities Fire Condition Immunities Frightened Charmed Fire Breath: The dragon exhales fire in a 45-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw,. Doing 1d12 fire
Summon Baby Dragon Lv.2
You summon a small baby dragon that fights alongside you for up to 10 hours. HP Range: 53 AC: 14 Size small Type Dragon Languages Common, Draconic (or yours) Walk 35 ft./s Fly 55 ft./s Climb 35 ft./s Blindsight 45 ft. Darkvision 75 ft. Vulnerabilities None Resistances Piercing Immunities Fire Condition Immunities Frightened Fire Breath The dragon exhales fire in a 45-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw,. Doing 1d12 fire
Summon Baby Dragon Lv.1
You summon a tiny baby dragon that fights alongside you for up to 10 hours. The dragon has 38 HP, AC 9, and can walk, fly, and climb with speeds of 20 ft., 40 ft., and 20 ft. respectively. It has blindsight 30 ft., darkvision 60 ft., and is immune to fire and frightened condition. It speaks Common and Draconic (or your language). Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Flash Blow
A quick lunge at a target within 15 feet delivering a powerful kick.
Water Moon
A roundhouse kick
Crescent Moon
A baclflip kick technique.
Meteor Break
Unleashes a devastating flurry of punches and kicks in rapid succession that ends in a powerdul strike
Avalanche
A high-level two-handed sword charging skill, consisting of a slash from an overhead stance.
Cascade
An overhead slash.
Whirlwind
A basic spinning strike that kncoks enemies back by 5 ft.
Double Cleave
A two-strike skill.

Back Stab
When a blackguard catches an opponent off guard, they can strike a vital spot, dealing extra damage. If the target is denied their Dexterity bonus to AC, the blackguard's attack deals an additional +1d6 damage at 4th level, increasing by +1d6 for every three levels thereafter.

Cursed Arsenal
For the next 24 hours any cursed weapon used by the Blackguard gets a +1 bonus to hit and deals an additional 1d6 of it's damage type in combat. Any combat attack roll that is a 19 or 20 is an automatic critical hit causing the cursed weapon to deal double damage on that attack. The Blackguard does not suffer from any negative effects from the cursed weapon and can unequip it at any time.

Smite Good
Once per day, a blackguard of 2nd level or higher can attempt to smite a good-aligned creature with a melee attack. The blackguard adds their Charisma modifier (if positive) to the attack roll and deals an additional point of damage per class level up to a max of +20 points of damage. If the target is not good it still takes 1d8 necrotic damage, but the smite has no effect and is still expended for the day.

Dark Blessing
The blackguard channels their dark power, applying their Charisma modifier as a bonus to all saving throws. This blessing enhances their resilience against magical and physical threats, reflecting their sinister connection to dark forces.

Lunar Rage
(Werewolf Ability) For the duration of the night until sunrise, the werewolf's Strength and Dexterity scores each increase by 4, enhancing physical prowess and agility.

Radiant Ward
You create a shimmering ward around a creature, preventing undead and fiends from approaching within 5 feet unless they succeed on a Wisdom saving throw. At higher levels, the ward expands to protect all allies in a 10-foot radius and deals radiant damage to any undead or fiends that fail their saving throw.

Blessed Touch
As an action, you can touch a creature to restore hit points equal to 1d4 plus your Wisdom modifier, or remove one level of exhaustion from the target. At C-Rank, you can affect up to two creatures within 5 feet of you, and you can use this ability a number of times equal to your proficiency bonus per long rest.
Specter's Ghostly Strike
Upon activation, you become invisible until your next turn and remain invisible even when attacking. The effect ends only when one enemy remains attacking you. Activating requires forfeiting a bonus action and an attack on your first turn entering combat, unless you initiate combat with a surprise stealth attack on multiple targets. Shinobi Spears Woman class gains advantage on attack rolls and an additional 1d12 damage (2d12 instead of 1d12) on the surprise attack.

Stealth Spear Impalement
A hidden spear throw that impales the target to a surface, dealing massive force and piercing damage. The target must succeed on a Strength check to free themselves, suffering disadvantage on their next attack and all subsequent attacks in combat if they survive.

Parrying Away
When wielding a shield, you can attempt to parry and knock away up to three incoming attacks. When an enemy attacks, you can use this reaction to try to deflect the attacks by making a Dexterity saving throw. On a successful save, the attacks are negated.
First Blood
This spell can only be cast outside of combat to initiate combat. It fails if you do not make the first attack. If successful, you deal 1d20 damage of your choice to a single target caught off guard, who cannot resist or block this attack on their first turn.

Hiding in plain sight
You blend seamlessly into your surroundings, becoming nearly invisible. While active, creatures must succeed on a Wisdom (Perception) check against your spell save DC to detect you. Stealth is not broken if you make a stealth kill while this spell is active.

Special Spare Storm
You unleash a crackling storm of electrical energy in a 160-foot cone. You can target one to 46 creatures within 260 feet, dealing a total amount of lightning damage that can be divided among the targets as you choose. All the damage can be divided to up to 46 targets or all of the damage can be dealt to a single Target dealing the same amount of damage. One of the 46 lightning Spears would do

My Mind to Your Mind
(Devil Forge Master) Establish a telepathic link with a monster you have created, allowing you to issue commands telepathically for the duration. The target must be within 120 feet and able to understand your commands.

Forge Master's Craft
(Devil Forge Master) You enchant an arcane object, tool, or weapon binding it with your soul and will to create monsters from fresh corpses less than three days old. The created monsters' challenge rating (CR) scales with your character level, requiring concentration and time proportional to 1 hour of the monster's CR to animate.

Aura of Dread
The blackguard emanates a dark aura that instills fear in the hearts of nearby creatures. All creatures within a 20-foot radius must make a Wisdom saving throw or become frightened for the duration of the spell.

Command Undead
You gain the ability once per day to target a single undead creature to bring under your control. The command works on a single undead creature with a Challenge Rating equal to half your character level, up to a maximum of CR 10. Intelligent undead, such as vampire spawn, can make a Wisdom saving throw to resist your command.

Cleaving Strike
As a bonus action after hitting with a melee weapon attack, you can make an additional attack against a different creature within 5 feet, dealing half the weapon’s damage die. At C-Rank (Level 5), add your Strength modifier to the damage. At B-Rank (Level 7), the attack deals full weapon damage. You can use this feature a number of times equal to your proficiency bonus per long rest.

Iron Resolve
You gain resistance to one type of damage: bludgeoning, piercing, or slashing for the duration. When cast at a higher level, you can gain resistance to two types of damage at C-Rank, and at B-Rank, you can also gain resistance to one magical damage type, such as fire. This spell requires concentration to maintain its effects.

Absolute Evasion
Preform a corkscrew-like evasion, providing a window of opportunity to make an emergency escape. Sports a lengthy period of invulnerability and sheaths your weapon automatically upon use.
Divine Tempest
Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a feather and a drop of rainwater) Duration: Concentration, up to 3 minutes You summon a fierce storm of divine wind and lightning in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 5d8 lightning damage and are pushed 10 feet back by the force of the winds. On a successful save, they take half damage and aren’t pushed. While the storm persists, the area is considered difficult terrain, and ranged attacks through the area are made with disadvantage. You can move the storm up to 30 feet as a bonus action on your turn.
Ki Spark
Evocation Cast Time: 1 Bonus Action Range: 30 feet Components: Somatic Duration: Instantaneous Create a spark of ki energy to light a small fire (e.g., candle, torch). The spark can be hold in your palm and lights an area of 30 feet around you. You cancel this effect through a wave of your hand.
Voice of the Ancestors
Divination Cast Time: 1 Action Range: Self Components: V, S, M (small offering) Duration: 10 minutes You commune with the spirits of your ancestors, receiving vague and cryptic guidance in response to 5 questions concerning a specific goal, event, or activity occurring within 7 days.
Barrier of Winds
Abjuration Cast Time: 1 Action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You summon a swirling barrier of wind around you, granting a +2 bonus to AC and forcing ranged attacks against you to be made with disadvantage.
Mindful Strike
Divination Cast Time: 1 Bonus Action Range: Self Components: S, V (focus mantra) Duration: 1 round or 1 minute Focus on your opponent’s movements, gaining advantage on your next defense roll or evasion against their attack.
Ether Step
Divination Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You shift briefly into the ethereal plane, allowing you to teleport up to 60 feet to an unoccupied space you can see.
Moment of Stillness
Abjuration Cast Time: 1 Action Range: Self Components: Somatic, Verbal (silent breath technique) Duration: Instant You focus your mind on your steady breathing and heartbeat. You enter a solemn state of meditation and regenerate 4 spellslots in the process. This you can do once per day/once per longrest.
Void Strike
Evocation Cast Time: 1 Action Range: Self (5-foot radius) Components: V, S Duration: Instantaneous Your strike creates a pulse of dark energy that deals 2d8 necrotic damage to all creatures within a 5-foot radius.
Windblade Strike
Evocation Cast Time: 1 Action Range: Self (30-foot line) Components: V, S Duration: Instantaneous A sharp blade of wind extends from your weapon or hand, slashing in a 30-foot line. Each creature in the line must make a Dexterity saving throw, taking 3d6 slashing damage on a failure.
Breeze of Tranquility
Abjuration Cast Time: 1 Action Range: 30-foot radius Components: S, V (calming mantra) Duration: 1 minute Summon a gentle, calming breeze that provides relief from stress or fear, granting advantage on saving throws against fear effects.
Wrath of the Heavens
Evocation Cast Time: 1 Action Range: 90 feet Components: V, S, M (holy symbol) Duration: Instantaneous You call down a bolt of divine lightning to strike a creature within range. It must make a Dexterity saving throw, taking 4d10 lightning damage on a failed save or half as much on a successful one.
Stone Palm
Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 1 round or 1 minute Your palm becomes as hard as stone, allowing you to deal 1d6 force damage or break objects on impact.
Step of the Kami
Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes Your speed increases by 10 feet, and you can walk across vertical surfaces and even ceilings without falling for the duration.
Vital Breath
Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You center yourself, drawing upon your inner spiritual energy to heal your wounds. You regain hit points equal to 2d8 + your spellcasting modifier. At higher levels, the healing increases by 1d8 for each spell slot above 2nd.
Aegis of the Winds
Abjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (small charm) Duration: Concentration, up to 3 minutes You summon a protective barrier of whirling winds around yourself and all your allies within range, granting them temporary hit points equal to 5d10. The barrier shines with radiant light.
Thunder Palm
Evocation Cast Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You strike the air with a forceful palm, sending a shockwave that deals 3d8 thunder damage to up to 3 targets and pushes all creatures within a 15-foot cone back 10 feet. Your targets need to succeed a Strength-Saving Throw to avoid the knockback-effect.
Whispers of the Wind
Divination Cast Time: 1 Bonus Action Range: 30 feet Components: S, V Duration: Concentration, up to 1 minute Hear whispered conversations or sounds carried by the wind from a specific target within range. You can hear clearly what they say when you concentrate yourself on the spoken words.
Spirit Chains
Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 minute Ethereal chains rise from the ground, restraining a target. The creature must succeed on a Strength saving throw or take 3d6 necrotic damage and become restrained for the duration. They can repeat the saving throw at the end of each turn.
Soul Bolt
Evocation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bolt of spiritual energy, dealing 2d8 force damage to a target. If the target is undead, deal an additional 1d8 radiant damage.
Fist of the Earth
Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You channel the strength of the earth into a punch, causing the ground to erupt under a group of up to 5 within range. The targets must make a Dexterity saving throw or take 5d10 bludgeoning damage and be knocked prone.
Crashing Wave
Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a small water bowl) Duration: Instantaneous A booming crash of water and spiritual force emanates from a point within range. Each creature within a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 water (thunder) damage on a failed save, or half as much on a successful one. The water crashes with such force that non-magical objects not worn or carried in the area are soaked and damaged.
Healing Mantra
Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: Concentration, up to 1 minute A soothing aura of spiritual energy surrounds you. At the start of each of your turns, you and all allies within 60 feet regain hit points equal to 4d10 + your spellcasting modifier. The healing increases by 1d6 for each spell slot above 3rd.
Silent Touch
Evocation Cast Time: 1 Action Range: Touch Components: V, S Duration: 1 hour You touch a willing creature, granting them advantage on Dexterity (Stealth) checks and making them unable to be tracked by non-magical means for the duration.
Inner Flame
Transmutation Cast Time: 1 Bonus Action Range: Touch Components: S Duration: 30 minutes Warm yourself or a small object with ki energy, warding off cold and granting slight comfort or preventing frostbite.
Iron Body
Transformation Cast Time: 1 Action Range: Self Components: V, S Duration: 10 minutes Your body becomes as strong as iron, granting you resistance to non-magical slashing, piercing, and bludgeoning damage.
Echo Strike
Illusion Cast Time: 1 Bonus Action Range: Self Components: Somatic Duration: 1 round Create an afterimage when attacking, confusing the enemy and granting advantage on the next melee attack.
Searing Strike
Evocation Cast Time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute Your fists or weapon become engulfed in radiant flame, dealing an additional 1d6 radiant damage and 1d6 fire damage on a hit. Increases to 2d6 for each at 5th level. Your target needs to succeed a Constitution-Saving Throw over 14 to only suffer half of the incoming damage.
Reed’s Resilience
Transmutation Cast Time: 1 Reaction (triggered by an effect that could knock you prone) Range: Self Components: S Duration: Instantaneous Your body bends like a reed, giving you advantage on checks to avoid being knocked prone or unbalanced.
Phoenix Fire
Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a bird of flame that dives at your enemies, dealing 5d6 fire damage to a target within range and 3d6 fire damage to creatures within 10 feet of the target. Targets must succeed a Constitution saving throw of 15 or higher to suffer only half of the incoming damage.
Ki Pulse
Divination Cast Time: 1 Bonus Action Range: 60-foot radius Components: S Duration: Instantaneous Send out a pulse of ki energy, detecting hidden enemies, traps, or objects within range.

Throw Inanimate Object
You can telekinetically hurl an inanimate object weighing up to 10 pounds at a target within range. The object deals damage on impact and can knock the target prone if they fail a saving throw.
Absorb Elements
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Acid Tornado
You conjure a swirling vortex of corrosive acid that engulfs a designated area. Creatures caught within the tornado must make a saving throw or take acid damage and suffer ongoing damage for the duration of the spell.

Air Manipulation
You can manipulate the air around you, altering its speed, density, and weight. This spell allows you to create strong gusts of wind, generate vacuums, or even create a dense fog, affecting movement and visibility in the area, sometimes with an icy blue side effect to any of these abilities.

All Elements Break Loose
Unleash the primal forces of nature, causing elemental chaos in a wide area. Choose up to four different elemental effects (fire, ice, lightning, acid, or poison) that erupt from the ground, dealing damage and imposing conditions on all creatures within range.

Animative Imagination
With a piece of paper and a quill or pencil, you can bring your drawings to life. Whatever you sketch on the parchment becomes a temporary ally or a possible living weapon, aiding you in battle or other tasks for a short duration.

Barrier Down
This spell allows the caster to dismantle any barrier in their path, whether it be a physical wall, a magical shield, or an ethereal force. Upon casting, the barrier disintegrates, leaving a clear passage for the caster and their allies.

Beautify
Transform the appearance of you, a creature, or an object, enhancing its beauty and charm. The target glows with a radiant aura with lush hair and meaningful eyes, gaining advantage on Charisma checks for the duration of the spell.

Biting Wrath
Unleash a torrent of spectral fangs that bite at your enemies, dealing damage and instilling fear. The fangs swarm around a target, causing pain and terror with each bite.

Blinding Speed
You harness the power of speed, allowing you to move with incredible swiftness. For the duration of the spell, your movement speed is doubled, and you can take an additional action on each of your turns, which can only be used to take the Dash action. Additionally, your dexterity is increased by +5.

Blood Ritual
You perform a dark ritual that requires a drop of your own blood, channeling its power to enhance your spells. For the next however long you would like, your spellcasting ability is heightened, allowing you to add your spellcasting modifier to the damage of your spells, but you take 1d4 Piercing damage for as long as the spell is active.

Blood Summon
You draw upon your own life force to summon a spectral creature from your blood. The creature acts as a temporary ally, fighting alongside you for a short duration before dissipating back into the ether.

Burn Immunity
This spell grants the target complete immunity to fire damage for the duration of the spell. Additionally, any fire-based spells cast by the target will have their damage increased by 1d6.

Cataclysmic Meteor
You redirect a nearby massive planet-sized meteor from the cosmos that crashes down in a designated area, dealing devastating damage to all creatures within its impact zone. The meteor leaves behind a lingering aura of cosmic energy that can affect the battlefield for a short duration.

Confidence Boost
This spell instills a surge of confidence in the target, enhancing their mental acuity and social prowess. For the duration, the target gains a +2 bonus to Intelligence and Charisma rolls, and a +1 bonus to Strength rolls.

Curse of Age
You inflict a debilitating curse on a target, causing them to age rapidly. The target suffers physical and mental deterioration, reducing their abilities and potentially leading to their demise if not cured.

Draconic Inferno
Unleash a torrent of draconic fire that engulfs your enemies in a blazing inferno. The flames deal damage and may leave lingering heat that continues to harm those caught within its radius.

Dramatic Death
You feign death, collapsing to the ground and appearing lifeless to your enemies. This spell can only be cast when your health is below 25%, allowing you to deceive foes into believing you are dead, potentially causing them to lower their guard, or for you to make a great escape.

Dune Walker
You gain the ability to manipulate sand, shaping it into barriers, weapons, or creatures. Additionally, you become immune to the effects of extreme heat and dehydration found in desert environments, allowing you to traverse arid landscapes with ease.

Earthly Whirlpool
You conjure a swirling vortex of mud and earth beneath your enemy, transforming solid ground into a treacherous whirlpool. The target must navigate the unstable terrain or risk being pulled into the depths of the earth, suffering from both physical and magical effects.

Electric Blood
You infuse your blood with electrical energy, allowing you to channel powerful shocks through your body. As a bonus action, you can deal lightning damage to a creature that hits you with a melee attack, or you can choose to release a surge of electricity in a 10-foot radius, dealing damage to all creatures within range.

Elemental Mount
Summon a mount made of elemental energy (fire, water, earth, or air) and your choice of animal that serves you for a duration. The mount can traverse difficult terrain and has unique elemental abilities based on its type.

Ethereal Wingbeat
You summon ethereal wings that allow you to glide gracefully through the air. For the duration of the spell, you can fly at a speed of 60 feet and can pass through solid objects as if they were difficult terrain, leaving no trace behind.

Fiery Vortex
You create a swirling vortex of fire that encircles a target, dealing continuous fire damage each turn. The vortex lasts for the duration of the spell, and if combined with a wind-based spell, it transforms into a Flame-Enveloped Tornado, increasing its damage and area of effect, possibly even throwing the target up to 20 feet away from the user.

Hallelujah!
A burst of divine energy erupts from the caster, filling the area with a radiant light that invigorates allies and disorients foes. Allies within range gain temporary hit points and a bonus to their next attack, while enemies must make a saving throw or be blinded for one round.

Health of Decay
You gain the ability to heal from ongoing damage caused by Necrotic, Acid, and Poison attacks and spells. This spell must be cast before you begin to take gradual damage from these sources, allowing you to convert the harmful effects into healing instead.

Heart Pressure
You create a surge of magical energy that constricts the heart of a target, causing intense pain and potential harm. The target must make a saving throw or suffer debilitating effects and damage, and possibly stunned.

Hostile Switcharoo
In a chaotic twist of fate, you magically swap the allegiances of all creatures within range. Allies become enemies, and enemies become allies, creating confusion and potential chaos on the battlefield.

Infernal Explosion
Unleash a devastating blast of hellfire at a target location, causing fiery destruction in a wide area. Creatures caught in the explosion must make a saving throw or suffer severe burns and lingering fire damage.

Ink Wave
You conjure a wave of magical ink that crashes over your enemies, obscuring their vision and dealing damage. The ink lingers in the area, creating difficult terrain and potentially blinding those who enter it, as well as leaving an imprint on those who were hit, disabling invisibility.

Lead Poisoning
You inflict a debilitating curse upon a target, causing them to suffer from the effects of lead poisoning. The target must make a saving throw or take poison damage and suffer disadvantage on their next attack roll and ability check as their body struggles to cope with the toxin as they move slow and groggily.

Leprechaun Army
Summon a horde of mischievous leprechauns that hurl gold pieces at your enemies, causing chaos and channeling luck. Each leprechaun grants a temporary boon to allies or a curse to foes, enhancing the unpredictability of battle.

Lofty Shield
Summon a shimmering barrier of ethereal energy that envelops a target, granting them increased protection and the ability to deflect incoming projectiles. The shield absorbs a portion of damage and can reflect a single ranged attack back at the attacker.

Monochromacy
This spell envelops a select group of targets in a dull, blocky monochrome vision, stripping away the vibrancy of colors and reducing their perception to shades of gray and splotchy patches of shapes. As a result, targets are unable to distinguish between creatures and inanimate objects, making it difficult to identify threats, allies, or obstacles, even affecting senses like tremorsense, truesight, blindsight, etc.

Necrotic Grasp
You channel dark energy into your hand, allowing you to drain the life force from a target. Upon a successful touch attack, the target takes necrotic damage and you regain hit points equal to half the damage dealt.

Nuclear Fission
Unleash a devastating wave of energy that splits the very fabric of reality, causing a massive explosion at a target point. All creatures within the blast radius must make a saving throw or suffer catastrophic damage from the fission reaction.

Numbing Curse
You inflict a debilitating curse on a target, causing their limbs to feel heavy and unresponsive. The target must succeed on a saving throw or suffer from reduced mobility and impaired actions for the duration of the spell.

Pain Split
You share your pain with your enemy and are now bonded to a cursed bond between life force. The target's current hit points are reduced to match the percentage of health you have left, regardless of their original total. This only works with your health, when the target loses health, you don't lose health.

Panic
You instill a deep sense of fear in your target, causing them to become overwhelmed with dread. The target must make a saving throw or become frightened for the duration, unable to move closer to you and suffering disadvantage on ability checks and attack rolls while frightened.

Petrifying Gaze
You fix your gaze upon a creature, attempting to turn it to stone. The target must succeed on a Constitution saving throw or become petrified for the duration, encased in a layer of stone that renders it immobile and unable to speak. However, if it is attacked it will break free, but possibly losing a petrified limb in the process.

Phase Change
This spell allows the caster to alter the state of matter, transforming solids into gases, gases into solids, liquids into solids, solids into liquids, gases into liquids, and liquids into gases. It can even affect normal blood, making it a perilous choice in combat or delicate situations.

Poison Stake
You conjure a jagged stake made of dark, twisted wood that is imbued with toxic energy. When thrown, it impales a target, dealing poison damage and potentially poisoning them for a short duration, able to be summoned and duplicated.

Psychic Flare
A creature within your line of sight, and of your choice, instantaneously combusts into flames due to the power of your mind, causing both psychic and fire damage.

Reveal Illusion
This spell allows the caster to unveil hidden illusions within a specified area, exposing any creatures or objects that are magically concealed. The caster can choose to reveal illusions in a 30-foot radius, making them visible for a duration of 1 minute.

Scrapped Armor
You conjure a protective barrier of scrap metal that envelops a target, granting them temporary armor. The armor absorbs damage and can reflect a portion back to the attacker if they strike the target while the spell is active.

Seismic Implosion
You create a localized seismic disturbance that causes the ground to implode in a 20-foot radius. Creatures within the area must make a saving throw or take significant damage and be knocked prone as the earth collapses beneath them.

Self-Detonation
You unleash a catastrophic explosion, dealing massive damage to all creatures in a radius around you. In the process, you sacrifice 70% of your total health, regardless of your current hit points, to fuel this devastating spell. Shrapnel of "who knows what" flies everywhere as you detonate causing extra piercing damage. Any creature with the radius of your explosion must make a Constitution saving throw to endure the shrapnel and explosion as there is no chance for them to dodge this attack.

Spiked Summoning
You conjure a field of sharp, menacing spikes that erupt from the ground in a 20-foot radius. These spikes deal piercing damage to any creature that enters or starts its turn in the area of 20 feet, creating a hazardous terrain that can deter foes and control the battlefield, or create a nasty trap with a combination of other spells.

Summon Bridge
Conjure a sturdy, magical bridge that spans a gap or chasm, allowing creatures to cross safely. The bridge lasts for a duration of 1 hour or until dismissed, providing a safe passage over obstacles.

Swaying Hypnosis
You weave a mesmerizing pattern in the air, captivating the minds of your foes. Those who fail to resist your enchanting sway become entranced, unable to take hostile actions against you or your allies for the duration.

Sweet Talk
You exude an aura of charm and persuasion, making your words more convincing. For the duration of the spell, you gain advantage on Charisma checks and saving throws against being charmed.

Tame Creature
You attempt to tame a creature of your choice within a 20-foot radius. The target must succeed on an Intelligence saving throw or become tamed, losing its aggressive tendencies and becoming friendly towards you and your allies, essentially becoming your ally in battle and in adventure. However, creatures with high intelligence are immune to this effect.

Thorn-Cursed Telepathy
You establish a telepathic link with a target, flooding their mind with fear and painful thoughts, not only suffering mental agony, but physical pain and anguish as mental thorns take root in their mind.

Thorny Tendrils
You summon thorn-covered vines that lash out at your enemies, ensnaring them and dealing piercing damage. The tendrils hinder movement, making it difficult for foes to escape their grasp, imposing disadvantage on their attempts to break free.

Underworld Banishment
You invoke the power of the underworld to banish a creature to a shadowy realm. The target must succeed on a Wisdom saving throw or be transported to a temporary pocket dimension, incapacitated and blind for the duration of the spell.

Vampire's Curse
The target is cursed to burn under even dim sunlight, becoming vulnerable to garlic and suffering from a chance to transform into a small bat upon being hit by the spell. This curse lasts for 1 hour, causing the target to experience intense pain and fear of light.

Wave Conjure
You conjure a wave of your choice, manifesting as a sound wave, ocean wave, acid wave, light wave, or lava wave. Each wave has unique effects based on its type, impacting enemies and the environment in various ways.

Whisper of Death
You utter a chilling whisper that resonates with the essence of death itself. A target within range must make a saving throw or either suffer necrotic damage, be frightened for the duration, or drop to the ground dead.

Wind Chasm
You create a powerful rift of wind that sweeps through a designated area, knocking back enemies and creating difficult terrain by creating a small valley of streaming wind currents. The winds howl, disorienting foes and making it hard for them to maintain their footing.
Whispering Shadows
Enchantment Cast Time: 1 Action Range: 60 feet Components: V Duration: 1 minute You send a disorienting whisper through the shadows. A target creature must succeed on a Wisdom saving throw or become frightened of the Ninja for the duration. The creature can repeat the saving throw at the end of each of its turns. The target will suffer 2d8 psychic damage.
Poison Touch
Necromancy Cast Time: Action Range: Touch Components: V, M (a drop of venom) Duration: 1 minute You touch a weapon, coating it in a thin layer of poison. The next successful attack with the weapon within 1 minute deals an additional 1d4 poison damage.
Smoke Veil
Illusion Cast Time: Action Range: Self (5-foot radius) Components: S, M (a small handful of dust) Duration: 1 minute You create a thin cloud of smoke around yourself, lightly obscuring the area. Creatures within 5 feet have disadvantage on attacks made against the Ninja.
Poison Breath
Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You unleash a wave of poisonous mist in a 15-foot cone. Each creature must make a Constitution saving throw, taking 3d6 poison damage on a failure or half on a success.
Choking Mist
Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of poison) Duration: 1 minute You release a 15-foot-radius cloud of noxious mist. Creatures in the area must make a Constitution saving throw or take 6d6 poison damage and be poisoned for the duration. The mist lingers for 1 minute or until dispersed by wind.
Silent Step
Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a pinch of ash) Duration: 30 minutes You move silently, granting advantage on Dexterity (Stealth) checks to avoid detection while moving. The effect ends if you attack something or cast another spell.
Silent Scream
Enchantment Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instant You target a creature, inflicting them with an overwhelming, silent scream. The target must succeed on a Wisdom saving throw or be stunned for 3 rounds. They will suffer 4d8 psychic damage.
False Face
Transmutation Cast Time: 1 minute Range: Self Components: V, S Duration: 1 hour You can magically alter your own facial appearance, allowing you to pass as someone else. The illusion lasts for 1 hour or until dismissed. It doesn’t alter your clothes or body shape.
Silent Aura
Illusion Cast Time: 1 Bonus Action Range: Self (30-foot radius) Components: S Duration: Concentration, up to 1 hour You muffle your movement and the movement of your allies in a 30 foot-radius and create a silent aura. Everyone in your aura will vanish, including yourself and cannot be seen as long as you do not break out of your concentration. You all make no noise while moving, and attacks made while hidden remain silent. This effect ends if you cast another spell or take damage. You can not be dectected by magic and other surveilence methods.
Death Mark
Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of ink) Duration: 1 minute You mark a target with a death symbol visible only to you. While marked, the target takes an additional 3d6 necrotic damage from the Ninja's attacks. The mark lasts 1 minute or until the Ninja dismisses it.
Shuriken Strike
Evocation Cast Time: Action Range: 30 feet Components: S, M (a shuriken or small blade) Duration: Instant You throw a spectral shuriken at a target. The target must make a Dexterity saving throw or take 1d6 force damage + 1d6 piercing damage. The shuriken vanishes after the strike.
Nerve Strike
Necromancy Cast Time: 1 Action Range: Touch Components: V, S Duration: Instant You target a pressure point on an enemy. On a hit, the target receives 3d8 necrotic damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the save at the end of each turn.
Infiltrator's Cloak
Illusion Cast Time: 1 Action Range: Self Components: S, M (a piece of black cloth) Duration: 1 hour You become invisible to any non-magical detection methods, including mundane sight and sound. This effect ends if you attack or cast a spell.
Vanish
Transmutation Cast Time: Reaction Range: Self Components: V, M (a small puff of smoke) Duration: Instant You can disappear from sight when attacked. After being targeted by an attack, you can use this cantrip to impose disadvantage on the attack roll by vanishing in a puff of smoke.
Hexbreaker
Abjuration Cast Time: 1 reaction (when affected by a hex or curse) Range: 30 feet Components: V, S Duration: Instantaneous When you are the target of a hex, curse, or debilitating magical effect, you can react to shatter the binding magic. The effect is immediately dispelled, and you may choose to reverse the hex, causing the original caster to suffer the same effect if they fail a Charisma saving throw.
Phantom Decoy
Illusion Cast Time: Action Range: 30 feet Components: V, S Duration: 1 round You create an illusory copy of yourself within range. The decoy moves and acts like the Ninja for 1 round, confusing enemies. Attacks made against the decoy have no effect, and it vanishes after 1 round or if struck.
Mind Shroud
Abjuration Cast Time: 1 Action Range: Self (30-foot radius) Components: V, S Duration: 1 hour You shield your mind and those of your allies in a 30-foot radius around you from magical detection and telepathy, making all immune to mind-reading and divination spells for the duration.
Explosive Tag
Evocation Cast Time: 1 Action Range: 30 feet Components: S, M (a small strip of paper) Duration: 10 minutes or until detonated You place a magical explosive tag on a surface or object. The tag can be detonated remotely (up to 100 feet away) and deals 4d6 fire damage in a 10-foot radius. You must use an action to detonate the tag. Your targets must succeed on an Intelligence saving throw to notice your tag in time, otherwise they will suffer the full brunt of the explosion.
Petal Dance
Conjuration Cast Time: 1 Bonus Action Range: 30-foot radius Components: S Duration: 1 minute Summon swirling petals to distract enemies or create a visual spectacle, imposing disadvantage on an enemy’s next attack.
Ethereal Shuriken
Conjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S, M (a small blade) Duration: 10 minutes You summon an ethereal oversized shuriken which you can throw at a group of up to 6 enemies. On hit it will dish out 6d8 slashing damage + 2d8 lightning damage. Your targets need to succeed on a dexterity saving throw to only suffer half the damage. The weapon counts as magical for overcoming resistances. The weapon vanishes when dismissed or after 10 minutes.
Shadowstep
Conjuration Cast Time: 1 Bonus Action Range: 60 feet Components: S, M (a shadow fragment) Duration: Instant You teleport to a shadowy area you can see within range, disappearing from one shadow and reappearing in another.
Caltrops
Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S, M (a handful of small spikes) Duration: 1 minute You scatter spectral caltrops in a 30-foot area. Creatures moving through this area must succeed on a Dexterity saving throw or take 1d4 piercing damage and have their movement speed halved for 1 round.
Illusory Wardrobe
Illusion Cast Time: 1 action Range: Self Duration: 1 hour Temporarily alter your clothing’s appearance, mimicking elaborate costumes, uniforms or disguises fitting the theme of your performance, helpful in confusing or impressing onlookers.
Shadow Clones
Illusion Cast Time: 1 Action Range: Self Components: S, M (a small mirror) Duration: 10 minutes You create three additional illusory clones of yourself. These clones mimic the your actions but are intangible and vanish if struck. Enemies must make a Wisdom saving throw to discern you from the clones. Your clones will attack up to 3 targets in a 60-foot radius at the same time, striking them with 4d8 Slashing damage + 2d6 psychic damage.
Shadow Bind
Conjuration Cast Time: Action Range: 30 feet Components: S Duration: 1 round You manipulate shadows to briefly entangle a target's feet. The target suffers 1d8 psychic damage. The target must succeed on a Dexterity saving throw or be restrained for 1 round and suffer at least half of the damage.
Scent of Death
Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a fragment of bone) Duration: 1 minute You conjure a foul scent that spreads through a 15-foot radius. Creatures in the area must make a Constitution saving throw or be unable to regain hit points for the duration. They also feel heavy nausea.

Wind Shield (Fūton: Kaze no Tate)
Creates a swirling barrier of wind around the caster, granting +2 AC for 1 minute or until the caster is hit by an attack. The shield deflects incoming attacks with gusts of wind, providing enhanced defense without dealing damage.
Blood Bullet
The user shoots a bullet made of blood in the direction of someone, when the bullet hits the target it'll perfurate him and drain some blood and will heal the damage dealt from the user.

Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Raiton Wrathstorm
You raise your hand skyward, calling forth a massive storm charged by your killing intent. The air screams with crimson lightning as the clouds twist unnaturally, sparking with Satsui no Hado. In an instant, a surge of electrically infused hatred rains down, electrocuting all within range and leaving the scent of scorched blood in the air. Enemies caught in the storm suffer massive lightning and necrotic damage, with metal armor and soaked targets suffering the full fury of the strike. If you are below 50% HP, this spell may be cast as a bonus action. Range: 60 ft radius
Volcano: Molten Chamber
Create a pool of magma on a radius of 50ft around you that deals damage (8d12 fire damage) to anyone who is in it, it lasts 2 turns.
Gate (Portal)
(Cantrip – Mythic Tier) - This cantrip is treated as a 9th-level spell when cast. You tear open a rift in space itself. This portal is absolute — unsealed by force, unblocked by magic, and untraceable by any divination. As an action, you can open a portal to any previously visited location, even across planes or dimensions. You and any number of willing allies can travel through the portal instantly. The portal remains anchored for as long as you wish, allowing free passage both ways. This Gate cannot be blocked, countered, sealed, or dispelled by any magical, divine, or planar ward. Once opened, you may maintain the portal indefinitely without concentration or restriction, and you can choose to close it at any time as a free action. While this spell is active, you are considered to be under the effect of a non-detection ward, and any attempts to track, scry, or teleport to your location automatically fail.
Confusion (4th Level)
Spell Name: Confusion (4th-Level) Casting Time: 1 Action Concentration Spell Range: 90 ft. (10 ft. Sphere) Components: V, S, M* (three nut shells) Duration: 1 Minute School: Enchantment Tags: Control Description: Each creature in a 10-foot-radius sphere must succeed on a Wisdom save or be affected. Affected creatures can't take bonus actions or reactions, and must roll 1d10 at the start of each turn to determine behavior. Behaviors include moving randomly (1) (D4: 1 = North, 2 = East, 3 = South, 4 = West), taking no action (2-6), attacking a random nearby creature (7-8), or acting normally (9-10). Affected targets repeat the save at the end of their turns, ending the effect on success. At Higher Levels: The sphere’s radius increases by 5 feet per spell level above 4. Available to: Bard, Druid, Sorcerer, Wizard Also Available to: Cleric – Trickery Domain, Cleric – Knowledge Domain (PHB), Druid – Circle of Spores (TCoE), Paladin – Oathbreaker (DMG), Warlock – Great Old One Patron
Satsui Seismic Toss
Can be used against Huge creatures at disadvantage The dark figure vanishes and reappears mid-air above the target, clutching them in a crimson aura. With a flash of Satsui no Hado, the enemy is slammed downward, shaking the battlefield with a blast that throws enemies like leaves. Level: 5 Range: Melee (grab) + 60 ft (slam point) Target: 1 creature Large or smaller Damage: Primary Target: 6d10 Force + 4d6 Bludgeoning AoE (10 ft radius): 4d6 Force Save: STR Save (DC 18) On Fail: Target is restrained during lift and takes full damage On Success: Target takes half and lands on feet

Mage Hand
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Verdant Oblivion: Tempest Spiral
You vanish in a green vortex of Satsui-no-Hado and reappear mid-spin, unleashing a corkscrew tempest strike at a target zone. The energy slices in a spiral, dealing 8d8 force and 4d6 thunder damage to enemies within 10 ft of the point of impact. The energy continues surging for a moment before dispersing in a pulse of green lightning. On Crit: You unleash a second burst aftershock, forcing enemies in the radius to make a Constitution save or be knocked prone and silenced for 1 turn. Visuals: JD spirals through the air cloaked in glowing green aura, forming a typhoon of Satsui-no-Hado energy as sparks of green lightning spiral outward.
Domain Expansion: Malevolent Shrine
Domain Expansion: Malevolent Shrine, Burns, Thrashes And Cuts Everything On A 1000ft Radius From The Person Who Used It, It Has No Barrier That Separates It From The Outside And It Destroys Everything On The Inside, It's Used By Ryomen Sukuna And It Can Last 10 Turns.

Shocking Grasp
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee 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 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Devouring Darkness
The caster unleashes a swirling flow of darkness, extinguishing both light sources and shadows, both magical and mundane. Within the darkness is the gleam of eyes, hundreds of eyes, inflicting maddening terror on targets trapped within it's cloying, smothing embrace. Dark impulses surge through the darkness, causing 15d10 necrotic damage to anything trapped inside.
Maximum Technique: Meteor
Create a Meteor of 200ft radius above you that takes 4 turns to collapse into the ground, it deals 20d12 fire damage if someone is hit.
Summon Construct
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Inevitable Destruction
Unleashes a cataclysmic wave of natural disasters, including earthquakes, hurricanes, floods, and volcanic eruptions, affecting a vast area. The spell harnesses the raw power of nature, causing chaos and devastation to all within its range.
Satsui no Hado: Verdant Wrath (Passive Aura)
Type: Passive Ability (Always active) Effect Type: Aura / Enhancement / Damage Boost Range: Self / 10 ft radius (scales to 30 ft at level 15+) Visuals: JD is constantly surrounded by a crackling green and dark green aura, swirling violently like mist over fire. When angered or in combat, this aura intensifies—spiking outward like claws of living energy, giving JD a monstrous, spectral outline.
Satsui Phoenix Breaker
JD channels his burning will into his fist, coating it in a spiraling green and dark green Satsui-no-Hado vortex. With explosive speed, he drives a single upward punch—the Phoenix Breaker—that ruptures the air, launches enemies skyward, and burns the soul of those struck. The strike is enhanced by the fury of the Hado, and upon impact, a phoenix-shaped energy burst erupts, made of emerald flames and laced with white streaks inside.On Hit: 6d10 Force damage + 3d6 Psychic damage Targets must succeed a STR saving throw (DC = 8 + Proficiency + Wisdom mod) or be launched 30 ft into the air and become Stunned until the end of their next turn. On Save: Target takes half damage and is not launched or stunned.If this move reduces a creature to 0 HP, JD regains HP equal to half the damage dealt, as the Satsui-no-Hado reabsorbs the enemy’s fighting spirit. This spell ignores Resistance to Force and Psychic damage.

Chakra Spark
You create a brief spark of electrical energy that shocks a target within range, dealing 1d4 lightning damage.
Reverse Cursed Technique
This spell allows the caster to harness cursed energy to regenerate their own body, healing wounds and restoring vitality. The caster channels their inner energy to reverse the effects of damage, mending injuries and revitalizing themselves in the process. Heals 3d12 + 9

Stone Fist Jutsu
Your fist hardens like stone, empowering your next unarmed melee strike to deal an additional 1d6 bludgeoning damage and potentially knock the target prone if they fail a Strength saving throw.
Frozen Malice: Black Shiva
Level: 5 Effect: Your hand extends, releasing an icy crimson serpent that coils and explodes into a cold void, Target a point within 60 ft, and a 30-ft radius burst of frost and Satsui no Hado erupts. Damage: 8d8 cold + 3d8 psychic Debuff: DC 18 CON save or become paralyzed from the waist down for 1 turn Visual: A red-and-black fractal serpent of ice bursts forward, freezing air in its wake
Molten Palm
The user covers their hand in extremely hot magma and punchs in one direction, dealing 4d12 damage in a cone of 50ft.
Icebound Comet
The caster's raised arm calls a frozen meteor into existence in the skies above, which crashes down upon the target in a concussive impact that ripples through the ground and shatters trees and buildings in it's impact area. The meteor deals 5d6 bludgeoning damage on impact, with an additional 15d10 cold damage.
Mind Sliver
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Speak with Animals (1st Level)
Spell Name: Speak with Animals (1st Level) Casting Time: 1 Action Range: Self Components: V, S Duration: 10 Minutes School: Divination Tags: Communication, Social Description: For the duration, you can comprehend and verbally communicate with Beasts. You may use Influence action skill options when speaking with them. Most Beasts can provide information about nearby locations and monsters, especially what they’ve perceived within the last day. Available to: Bard, Druid, Ranger, Warlock Also Available to: Cleric – Nature Domain (PHB), Paladin – Oath of the Ancients
Slashing Blood
The user uses his own blood and launches it in the direction of someone in the air cutting through everything on its way, the player loses the amount of damage he deals.

Icy Grip (Suiton: Hyōtekina Tsume)
You conjure a chilling grip of ice that lashes out at a creature within range, dealing cold damage and reducing its speed. The target must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the start of your next turn.
Satsui Thundaja
Inspiration: FF X’s Thundaja + Satsui enhancement. Type: Ranged attack Effect: Summon a thunderstorm of crimson lightning. One target takes 10d6 lightning + necrotic damage on a failed CON Save. On success, half damage. Secondary targets in 10 ft take 3d6. Debuff: Target’s next attack is made with disadvantage.

Wind Step (Fūton: Kaze no Ashiato)
You teleport up to 60 feet to an unoccupied space you can see. Your next weapon or spell attack before the end of your next turn is made with advantage.
Splinter Barrage
Conjuration Cast Time: 1 action Range: 15-foot cone Components: V, S, M (a handful of sawdust) Duration: Instantaneous Effect: You conjure a burst of sharp wooden splinters in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d6 piercing damage and have disadvantage on attack rolls until the end of their next turn due to the splinters lodged in them. On a successful save, they take half damage and are not affected by the disadvantage.
Kamidana Blessing
Transmutation Casting Time: 1 Action Range: Touch Components: V, S, M (a small shrine charm) Duration: Instantaneous You bless an object or food, cleansing it of impurities or decay, ensuring its quality. Can delay spoilage or remove rot.
Explosive Charge
Evocation Cast Time: 1 bonus action Range: 60 feet Components: V, S, M (an explosive charge) Duration: Instantaneous Effect: Detonate a placed charge, dealing 4d8 fire damage to creatures within 30 feet. Creatures in the area must succeed on a Intelligence saving throw to take half damage.
Kiln's Embrace
Necromancy Cast Time: 1 action Range: Touch Components: V, S, M (a shard from a kiln) Duration: Concentration, up to 1 minute Effect: You touch a creature, heating their body from within like clay in a kiln. They must make a Constitution saving throw. On a failed save, they take 4d6 fire damage initially and 2d6 fire damage at the start of each of their turns as they “bake” internally. On a successful save, they take half the initial damage and avoid the ongoing effect.
Workshop Warp
Conjuration Cast Time: 1 action Range: 300 feet Components: V, S, M (a miniature model of a door made from wood) Duration: Instantaneous Effect: You and one willing creature within 30 feet teleport to an unoccupied location within range that you can see, visualizing the destination as if it were through a doorway. This spell creates a temporary, shimmering doorframe that remains for 1 round after casting, allowing other allies within 30 feet to follow through. The frame vanishes once you’re through, and you cannot teleport through solid objects or walls. Upon arrival, you and the creature with you are briefly surrounded by a faint, protective wood-glow, granting each of you resistance to one source of damage (of your choice) for 1 round.
Mason’s Might
Transmutation Cast Time: 1 action Range: Self Components: V, S, M (a small stone and a mason’s chisel) Duration: 10 minutes Effect: This spell grants you enhanced strength and precision with stone and heavy materials. For the duration, you gain advantage on all Strength checks and saving throws related to stone or earth, and attacks made with a hammer deal an additional 1d6 bludgeoning damage. Additionally, you gain the ability to shape non-magical stone within a 5-foot radius, allowing you to repair or damage stone objects or create midsized or large openings in walls.
Mason’s Quake
Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (a mason’s hammer and a rock fragment) Duration: Instantaneous Effect: Strike the ground with a mason’s hammer, creating a seismic shockwave that cracks the earth in a 30-foot radius around a point you choose within range. All creatures in the area must make a Dexterity saving throw, taking 4d8 bludgeoning damage on a failure, or half as much on a success. Additionally, the ground in the area becomes difficult terrain for 1 minute as jagged rock fragments protrude from the surface.
Merchant's Pavilion
Conjuration (ritual) Cast Time: 1 minute Range: 80 feet Components: V, S, M (a handful of coins and a piece of cloth) Duration: 8 hours Effect: You summon a sturdy pavilion-like structure at the point you cast the spell, providing a spacious interior of 80 feet in diameter. The structure is decorated with merchant-themed comforts such as seating, low tables, and small displays for showcasing wares or resting. The pavilion has an ambient warmth and soft lighting, is impervious to outside weather, and can comfortably shelter up to 6 creatures, blocking out creatures and spells from outside. While inside, all inhabitants have advantage on Constitution saving throws against exhaustion due to weather and benefit from a soothing aura, regaining 1d4 hit points per hour spent resting.
Merchant’s Gambit
Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a silver die or game piece) Duration: 1 minute Effect: Enchant a creature to become extremely risk-prone. The target suffers 4d8 psychic damage. On their turn, they must make a Wisdom saving throw. On a failure, they are compelled to act in a reckless manner, granting advantage on all attacks against them for the duration.
Essence Transfer
Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of fresh blood and a medicinal root) Duration: Instantaneous Effect: You draw on the life force of an ally or yourself, transferring it to another creature within range. The donor creature loses 2d8 hit points, and another creature of your choice within range regains an equivalent amount of hit points. This spell cannot bring a creature above their hit point maximum.
Venom Sense
Divination Cast Time: 1 Action Range: Touch Components: V, S, M (a sprig of bitter herb) Duration: Instant You touch a creature and gains insight into the cause of any paralysis, poison, or acid-related sickness affecting them. They can identify the nature of the affliction and know its specific effects. Once identified, you can neutralize the poison, paralysis, or acid burn, removing its harmful effects instantly. This spell can heal up to one condition or ongoing poison effect.
Earthen Rejuvenation
Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (powdered clay and water) Duration: 10 minutes Effect: You create a rejuvenating mud bath in a 20-foot radius centered on a point within range. Allies who spend at least 1 minute submerged regain 3d8 + your spellcasting modifier hit points and have disadvantage removed from any one physical condition they suffer (such as exhaustion, paralysis, or poison). The mud hardens and crumbles when the spell ends.
Nailstorm
Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a handful of iron nails and a carpenter’s tool such as a hammer or saw) Duration: Instantaneous Effect: You conjure a swirling storm of sharp iron nails in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d8 piercing damage as the nails cut into them; on a successful save, they take half damage. The nails disappear after the spell’s effect, leaving no trace.
Verdant Growth
Conjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a sprig of fresh mint or another green herb) Duration: Concentration, up to 1 minute Effect: You cause plants in a 30-foot square within range to grow rapidly, providing cover and slowing down enemies. Any creature in the area must make a Strength saving throw or have their speed reduced by half for the duration. They suffer 3d10 piercing damage. Allies within the area gain partial cover (+2 AC) from the thick foliage, and if they start their turn within it, they regain 3d12 hit points and +5 on their movement speed.
Needle Prick
Conjuration Casting Time: 1 Action Range: 30 feet Components: V, S, M (a needle) Duration: Instantaneous You conjure a spectral needle that pricks a target, dealing 4d4 piercing damage. If the target is wearing fabric or light armor, the needle can unravel a small portion, reducing their AC by 1 until they repair the damage.
Earthen Armor
Abjuration Cast Time: 1 action Range: Self Components: V, S, M (a shard of clay) Duration: Concentration, up to 10 minutes Effect: You cover yourself in a protective layer of hardened clay, granting you +2 AC for the duration. If you take fire damage, the armor hardens further, increasing your AC by an additional +1 until the start of your next turn. The armor crumbles when the spell ends.
Barrier of Wealth
Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a gemstone worth at least 50 gold) Duration: Concentration, up to 10 minutes Effect: Summon a shimmering barrier of coins and gems that rotates around you. Creatures in melee range that attack you must succeed on a Dexterity saving throw or take 6d8 slashing damage. Allies within the radius gain a +2 bonus to their AC.
Bargainer's Charm
Enchantment Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: 10 minutes You imbue your words with charm, granting you advantage on Persuasion or Deception checks for bartering or negotiating. The spell can subtly influence the attitudes of one creature toward you, as long as your requests seem reasonable.+4 to all Charisma based ability checks for the duration.
Bankruptcy Curse
Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a handful of ashes and a copper coin) Duration: Concentration, up to 10 minutes Effect: You lay a curse on a creature within range, symbolizing financial ruin and despair. At the start of each of the target’s turns, they take 3d8 necrotic damage as the curse steadily erodes their lifeforce and they gradually loose their currency from the inventory (halfing the sum on each turn). While cursed, the creature has disadvantage on all saving throws to resist effects that cause damage or would inflict a condition (such as being frightened, paralyzed, or stunned). Additionally, the cursed creature has disadvantage on ability checks and saving throws using Wisdom, representing a weakened resolve and diminished judgment under the spell’s influence. At the end of each of its turns, the creature can attempt another Wisdom saving throw. On a successful save, the curse ends early, freeing the creature from the debilitating effects.
Phantom Broker
Illusion Cast Time: 1 action Range: 60 feet Components: V, S, M (a small ledger) Duration: Concentration, up to 1 hour Effect: Create an illusory copy of yourself to interact with people and objects. The copy can’t deal damage but can distract and negotiate.
Psychic Ward
Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minute You create a psychic barrier around yourself, granting advantage on Intelligence and Wisdom saving throws to you and allies within range.
Quick Stitch
Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S, M (a needle and thread) Duration: Instantaneous With a wave of your hand, you can magically stitch together torn fabric or wounds. This cantrip can heal 2d12 hit points of damage by rapidly stitching small cuts or stabilize an unconscious ally without needing to make a roll.
Raining Fabrics
Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small piece of cloth) Duration: Concentration, up to 1 minute Effect: Send a wave of animated fabric toward up to three creatures within range. Each target must make a Dexterity saving throw. On a failure, they are enveloped in restrictive fabric, becoming blinded and feared. They also suffer 4d8 Force damage. Restrained creatures can use their action to make a Strength check against your spell save DC to free themselves.
Repair
Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You instantly repair tears or holes in cloth, leather, or armor. Also repairs broken objects like pottery and tools or weapons. Does not restore lost durability but prevents further damage.
Water Walk
Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 10 minutes Walk on water and other liquid surfaces as if it were solid ground for up to 10 minutes.
Rewrite Memories
Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a vial of ink and a small notebook) Duration: Concentration, up to 10 minutes You reach into the mind of a creature you can see within range and subtly alter its memories. The target must make a Wisdom saving throw. On a failed save, you gain access to its memories from the past 24 hours, and for the spell's duration, you can reshape up to 10 minutes of those memories to your design. You can erase, replace, or modify details, causing the creature to remember events in a way that aligns with your intentions. You could make them believe they were somewhere else, saw something different, or had a conversation that never happened. These changes last indefinitely, but if the memory is questioned or triggered, the creature may attempt an Intelligence saving throw to recognize inconsistencies or hints of alteration.
Sanctuary Atelier
Conjuration Cast Time: 10 minutes Range: Self Components: V, S, M (a small model of a room and a piece of fine silk) Duration: 24 hours Effect: You create an extradimensional workshop, an atelier designed to your specifications, accessible by a shimmering portal that only you and up to 8 willing creatures you designate can enter. The interior spans up to 500 feet in diameter, with multiple chambers that you can design at will, including crafting spaces, rest areas, and storage rooms. Within the atelier, you can summon basic crafting tools, repair items, and even create small comforts (food and drink, bedding, etc.), as long as they remain within the space. The atelier’s design can be modified once per casting, allowing you to adjust the layout or decor. The space is secure from outside influence, scrying, and teleportation. When the spell ends, all creatures and objects within are gently deposited back at the portal’s location.
Script of Shadows
Illusion Cast Time: 1 action Range: 30 feet Duration: 24 hours or permanent Create illusory writing or art on a surface that only specific creatures can see, perfect for secret messages or hidden codes.
Whirling Shroud
Conjuration Cast Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a spool of thread) Duration: Concentration, up to 1 minute Effect: Summon a swirling shroud of cloth that lashes out at any creature within a 15-foot radius. Enemies in the area at the start of their turn or who enter it must make a Dexterity saving throw, taking 4d6 slashing damage on a failure, or half on a success. Allies in the area are shielded by the cloth, gaining half cover and a +2 bonus to AC.
Appraise
Divination Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You assess the value, composition, and hidden details of an item. Useful for trade decisions or identifying flaws.
Shatter Pot
Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a small clay pot) Duration: Instantaneous Effect: You hurl a clay pot that shatters on impact, creating an explosive blast in a 15-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, they take 3d8 bludgeoning damage as shards of pottery cut into them. On a successful save, they take half damage.
Silent Footsteps
Transmutation Cast Time: 1 Bonus Action Range: Self Components: S, V (whispering a mantra) Duration: 10 minute Your footsteps make no sound, granting advantage on Stealth checks during the duration.
Cunning Agility
Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a small wind chime) Duration: 10 minutes You channel your inner speed and precision, increasing your movement by +10 feet for the duration. Additionally, they gain a +4 bonus to initiative rolls for the next combat encounter. While this spell is active, you move with heightened agility, appearing almost as a blur to observers.
Smoke Bomb
Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a pinch of dust) Duration: 1 minute You conjure a 30-foot-radius cloud of smoke that obscures vision. Creatures inside are heavily obscured, and the smoke disperses after 1 minute or with a strong wind. You can target up to 3 enemoies. They suffer 4d6 force damage. Targets have to suceed a Constitution saving throw to suffer only half the damage.
Snaring Threads
Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a strand of silk) Duration: Concentration, up to 1 minute Effect: Summon strands of enchanted cloth that attempt to ensnare a creature within range. The target also suffers 3d6 psychic damage. The target must succeed on a Strength saving throw or become restrained. While restrained, they can use an action to make a Strength check against your spell save DC to break free.
Soothing Balm
Abjuration Cast Time: 1 action Range: Touch Components: V, S, M (a pinch of healing herbs) Duration: 1 hour Effect: You apply a herbal balm to a creature you touch, granting them 2d8 + your spellcasting modifier in temporary hit points. Additionally, the balm reduces any minor pain or discomfort, granting the creature advantage on saving throws against being frightened for the duration. It also neutralizes burns on the skin or frost effects on the body.
Coin Shot
Conjuration Casting Time: 1 Bonus Action Range: 60 feet Components: V, S, M (a coin) Duration: Instantaneous You hurl a coin imbued with magical force, causing it to ricochet and hit up to 3 enemies. Deals 1d8 force damage and can bounce off surfaces to hit additional targets or create distractions.
Coin Flick
Conjuration Casting Time: 1 Bonus Action Range: 30 feet Components: V, S, M (a coin) Duration: Instantaneous You flick a coin at a target, dealing 1d4 bludgeoning damage. If the coin strikes metal or stone, it makes a loud noise, potentially distracting nearby creatures.
Coin Barrier
Abjuration Casting Time: 1 Reaction (when you are hit by an attack) Range: Self Components: V, S, M (a handful of coins) Duration: Instantaneous You toss coins into the air, granting +2 AC against one attack. The coins scatter afterward, disorienting nearby enemies.
Splintering Strike
Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a carpenter’s hammer and a small piece of wood) Duration: Instantaneous Effect: Channel your power through a carpenter’s hammer, causing a piece of wood to explode into a burst of dangerous splinters. All creatures in a 30-foot cone must make a Dexterity saving throw. On a failure, they take 5d8 piercing damage and are knocked back 10 feet. On a success, they take half damage and are not pushed back.
Chain of Deals
Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a gold ring) Duration: Concentration, up to 1 minute Effect: Compel two creatures to view each other as allies.
Captivate
Enchantment Cast Time: 1 Bonus action Range: 30 feet Duration: 1 round or 1 minute Project a captivating glance at a creature, causing it to make a Wisdom saving throw or be charmed for 1 round.
Whisper of the Stones
Divination Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: Instantaneous You place your hand upon a rock, ore, or crystal, closing your eyes to connect with the ancient spirits dwelling within the earth. By channeling your spiritual energy, you can converse with these spirits, asking 3 questions or seeking guidance. The answers come not in words but as telepathic visions—snapshots or fleeting images that provide insights about the material’s origin, history, or any hidden secrets it may hold. This connection to the earth is sacred, often used to uncover the past or locate hidden resources.
Summon Flying Carpet
Conjuration Cast Time: 1 minute Range: 10 feet Components: V, S, M (a piece of fine carpet worth at least 500 gold) Duration: 12 hours Effect: You summon a magnificent, enchanted flying carpet that can carry up to six large creatures (including yourself) or an equivalent amount of weight. The carpet hovers in the air at your command and has a flight speed of 80 feet, with the agility and fluidity of a dragon, allowing it to make sharp turns, dives, and rapid ascents. The carpet can hover in place and is resistant to being knocked prone or disrupted by strong winds. The summoned carpet follows your mental commands and can ascend to any height, though it cannot pass through magical barriers. While you or another rider is in physical contact with it, you can use a bonus action to adjust its altitude, direction, or speed. Once summoned, the carpet remains with you for 12 hours, after which it dissipates, leaving any passengers gently on the ground.
Acid Veil
Transmutation Cast Time: 1 action Range: 20 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 10 minutes Effect: Shroud yourself in a mist of acid which is not harmful to you. Anyone within melee range takes 4d8 acid damage each turn. If you are attacked with acid based magic, you neutralize the damage and suffer no injuries or negative status effects.
Tengu’s Breath
Evocation Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous, 1 minute You create a short gust of wind, pushing small objects 15 feet away from you or dousing flames. Can scatter papers or create a small distraction for 1 minute. Enemies hit by the gust of wind suffer 1d6 force damage.
Timber Strike
Evocation Cast Time: 1 bonus action Range: 30 feet Components: V, S, M (a splinter of wood) Duration: Instantaneous Effect: You throw a magical wooden shard at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d8 piercing damage and is momentarily rooted in place. Their speed is reduced by 10 feet until the end of their next turn.
Timber Trap
Conjuration Cast Time: 1 minute Range: 60 feet Components: V, S, M (a wooden peg) Duration: Until triggered or 1 hour Effect: You create a magical wooden trap in a 10-foot-square area on the ground within range. When a creature steps into the area, sharp wooden spikes spring up, dealing 4d8 piercing damage and stopping the creature’s movement for that turn. The trap remains for the duration or until triggered. You can also choose to disarm the trap without triggering it.
Toxic Spores
Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a dried mushroom cap) Duration: Concentration, up to 1 minute Effect: You release a cloud of toxic spores in a 15-foot radius around a point you choose within range. Each creature within the area must make a Constitution saving throw. On a failed save, they take 2d8 poison damage and are poisoned until the start of their next turn. On a successful save, they take half damage and are not poisoned.
Trade Secret
Divination Casting Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You magically gain insight into an ally's needs during combat or trade. You can grant an ally advantage on one ability check or saving throw. Alternatively, you can provide them with a brief suggestion on how to approach a trade negotiation more effectively, gaining advantage on their next Persuasion or Insight check.
Tremor Sense
Divination Casting Time: 1 Bonus Action Range: Self (120 feet radius) Components: S Duration: Concentration, up to 1 Minute Description: You gain tremorsense out to 120 feet until the cantrip ends, allowing you to detect creatures and objects in contact with the ground within range.
Fleeting Vitality
Transmutation Cast Time: 1 bonus action Range: Self Components: V, S, M (a pinch of ginseng or other energizing herb) Duration: 3 minutes or 3 rounds Effect: You consume a revitalizing herb mixture that grants you a burst of energy. For the spell’s duration, you gain an extra 10 feet of movement on your turns and have advantage on saving throws against sleep, paralysis and fear. You also regain 6 used up spell slots.
Fortune’s Favor
Divination Casting Time: 1 Bonus Action Range: Self Components: V, S, M (a coin) Duration: 1 minute You flip a coin imbued with luck, granting you advantage on your next ability check or saving throw.
Golden Tempest
Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a handful of gold coins) Duration: Instantaneous Hurl enchanted coins in a whirlwind around you, dealing 6d6 force damage to creatures in range. Targets that fail a Dexterity saving throw are also blinded until the start of your next turn. Allies in your range do not suffer any damage. They will regain 4d12 lost hit points back and +4 on their Weapon Attack for the next 3 rounds (or 3 minutes).
Grand Alchemical Bomb
Type: Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (alchemical ingredients worth at least 50 gold) Duration: Instantaneous Effect: Create and hurl a massive alchemical bomb that explodes in a 20-foot radius. Creatures in the area take 8d6 acid damage on a failed Dexterity saving throw, or half as much on a success. The area remains acidic, dealing 2d6 acid damage to any creature that enters or ends its turn there for 1 minute.
Hammer Toss
Conjuration Casting Time: 1 Action Range: 60 feet Components: V, S, M (a small hammer) Duration: Instantaneous You conjure a spectral hammer and hurl it toward a target, dealing 1d6 radiant damage. The hammer strikes with surprising force, knocking the target back 5 feet if they fail a Strength saving throw.
Hammerfall
Type: Evocation Cast Time: 1 action Range: 15 feet Components: V, S Duration: Instantaneous Description: Channeling raw strength into their weapon, the Oniro smashes downwards, creating a shockwave that travels in a 15-foot cone. All creatures in the area must make a Strength saving throw. On a failed save, creatures take 4d10 + Strength modifier bludgeoning damage and are knocked back 10 feet. On a success, they take half damage and are not moved.
Two Faced
Illusion Cast Time: 1 action Range: Self Components: V, S, M (a fine piece of cloth or thread) Duration: 1 hour Effect: Shroud yourself in an illusory cloak that changes your appearance to that of another person, including clothing and basic accessories. Your height and body shape can be altered within a reasonable range, though the illusion fails under physical inspection. Creatures may attempt an Intelligence (Investigation) check against your spell save DC to see through the disguise.
Acid Blade
Transmutation Cast Time: Bonus Action Range: Self Components: V, M (a drop of venom) Duration: 1 minute You coat your weapon with special acid, causing the next melee attack to deal an additional 2d6 acid damage.
Feather Touch
Transmutation Cast Time: 1 Action Range: Touch Components: Somatic Duration: Instantaneous Your hand becomes incredibly precise and soft, allowing delicate manipulations without breaking fragile objects.
Binding Threads
Conjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round (1 minute) Spectral threads attempt to bind a small creature or yokai within range. The target must succeed on a Strength saving throw or be restrained until the start of your next turn. On hit, the target suffers 1d6 radiant damage.
Ethereal Step
Transmutation Cast Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You briefly step into the Ethereal Plane, becoming immune to attacks from non-ethereal creatures and allowing you to pass through non-magical obstacles until the start of your next turn.
Spirit Arrow
Conjuration Cast Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous Conjures a spectral arrow that ignores physical barriers and deals 4d8 force damage. This arrow can strike a target hidden behind cover.
Spirit Barrier
Abjuration Cast Time: 1 action Range: 30 feet radius Components: V, S, M (a small totem) Duration: 1 minute You create a protective spiritual barrier that grants all allies within 30 feet resistance to necrotic and psychic damage.
Exploding Seal
Abjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a small paper seal) Duration: Concentration, up to 1 minute You throw a sacred paper seal toward a yokai or spirit. The target must succeed on a Wisdom saving throw or be restrained by spiritual bindings for the duration. The target can make another Wisdom saving throw at the end of each of its turns. On hit the seal wil instantly explode. It can reach up to 3 creatures in a 15 feet radius. They suffer 4d6 fire damage + 1d6 radiant damage.
Spirit Cleaver
Evocation Cast Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute Your weapon becomes charged with spiritual energy. For the duration, your attacks deal an additional 2d6 radiant damage to yokai, spirits, or undead. If the target is immune to radiant damage, it instead takes force damage.
Spirit Lure
Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a piece of incense or offering) Duration: 1 minute You create a spiritual lure in a 5-foot area that attracts lesser spirits or yokai. Supernatural creatures within 30 feet are drawn toward the lure.
Spirit Sense
Divination Cast Time: 1 Bonus action Range: Self (60-foot radius) Components: V, S Duration: Instantaneous You momentarily sense the presence of spirits or yokai within 60 feet. A faint pulse directs you toward any hidden supernatural entities.
Phantom Piercer
Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a spectral javelin infused with spiritual energy and launch it toward a target within range. On a hit, the target takes 1d8 force damage. If the target is a yokai or undead, it takes an additional 1d4 radiant damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Phantom Arrow Rain
Conjuration Cast Time: 1 action Range: 150 feet Components: V, S, M (a handful of salt and a broken arrow) Duration: Instantaneous You summon a storm of spectral arrows that rain down in a 30-foot radius, centered on a point you can see within range. Creatures within the area must make a Dexterity saving throw. On a failed save, they take 6d6 piercing damage + 2d6 psychic damage and are marked by a ghostly aura for 1 minute. Marked creatures are visible even if invisible, and attacks against them are made with advantage. On a successful save, they take half damage and are not marked.
Ward of Purity
Abjuration Casting Time: 1 Bonus action Range: Touch Components: V, S Duration: 1 minute You trace a sacred symbol in the air, granting a creature you touch protection from malevolent spirits. For the duration, the target has advantage on saving throws against being frightened or possessed by spirits.
Warding Flames
Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a pinch of ash) Duration: Concentration, up to 10 minutes You summon protective flames that ward off spirits and Yokai. Any Yokai or incorporeal creature within a 30-foot radius of you must succeed on a Wisdom saving throw or be repelled. Allies within the radius have advantage on saving throws against being charmed or possessed.
Ghostly Arrows
Conjuration Cast Time: 1 action Range: Self Components: V, S, M (a pinch of salt) Duration: 8 hours Summons 20 ethereal arrows or bolts that can strike incorporeal or intangible creatures. Ammunition lasts for 8 hours or until used.
Ghost Cutter
Transmutation Cast Time: 1 bonus action Range: Touch Components: V, S Duration: 1 minute You imbue a weapon with spiritual energy. The next weapon attack made ignores non-magical armor and deals an additional 1d10 radiant damage to undead or yokai.
Banishing Strike
Abjuration Cast Time: 1 bonus action Range: Touch Components: V, S Duration: 1 round The next time you hit a yokai or spirit with a weapon attack, it must make a Wisdom saving throw or be banished to the Ethereal Plane until the start of your next turn.
Celestial Mend
Abjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You channel healing energy into 6 creatures including yourself, restoring 3d8 + your spellcasting modifier in hit points. Additionally, the targets gain temporary hit points equal to your spellcasting modifier for 1 hour.
Get Nimble
Transmutation Cast Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes You channel their energy to enhance their physical abilities. For the next 10 minutes, your jump distance is doubled, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing, swimming, and jumping. This allows you to navigate challenging terrain with ease, scaling walls or leaping great distances in a single bound.
Oni’s Gaze
Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute You lock eyes with a target, channeling the intimidating gaze of an Oni. The target must make a Wisdom saving throw or be frightened for the duration. Yokai and demonic creatures have disadvantage on this saving throw. While frightened, the target takes 3d6 psychic damage at the start of each of its turns.
Ethereal Whisper
Divination Casting Time: 1 Bonus action Range: Self Components: V Duration: 1 minute You can hear the whispers of spirits around you, allowing you to ask a single yes or no question to the spirits within 30 feet. The spirits will answer truthfully, though their responses may be cryptic or vague.
Yokai Binding
Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (a charm or talisman) Duration: 1 hour Binds a lesser Yokai or spirit to a physical object for 1 hour. The bound spirit cannot interact with the world and the object becomes a focus for divination spells.
Nature’s Retribution
Conjuration Cast Time: 1 action Range: 60 feet radius Components: V, S, M (a leaf from a sacred tree) Duration: Concentration, up to 10 minutes You call upon the forces of nature to strike back at your enemies. Vines, roots, and thorned branches erupt from the ground in a 30-foot radius centered on a point you choose within range. Creatures in the area must make a Strength saving throw or take 5d8 piercing damage and become restrained. On a successful save, they take half damage and are not restrained. While restrained, the creatures take 2d6 piercing damage at the start of their turn from the thorny vines.
Purify the Unclean
Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a vial of holy water) Duration: Instantaneous Dispel curses, break enchantments, and banish minor Yokai within a 30-foot radius. Does not affect deities or major spirits.
Radiant Crescent
Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small crescent moon charm) Duration: Instantaneous You conjure a sweeping crescent of radiant energy that arcs out from you toward a target or group of enemies in a 60-foot line. Each creature in the line must make a Dexterity saving throw. On a failed save, the creatures take 6d8 radiant damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. Yokai and undead have disadvantage on the saving throw.
Mystic Arrow Crafting
Conjuration Cast Time: 10 minutes Range: Touch Components: V, S, M (a handful of feathers) Duration: 24 hours Craft up to 10 magical arrows that deal an extra 1d6 damage of a chosen type (piercing, fire, cold, etc.). Arrows disappear after 24 hours if unused.
Dark Vision
Transmutation Cast Time: 1 Action Range: Touch Components: S, M (a bat wing) Duration: 8 hours You grantyourself or an ally the ability to see in total darkness for up to 60 feet.
Foxfire Arrows
Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You shoot 2 arrows at the target. Your arrows strike with mystical foxfire, dealing an additional 2d8 fire damage. If the target is a Yokai, it must make a Constitution saving throw or be stunned until the end of its next turn.
Sunfire Slash
Evocation Cast Time: 1 bonus action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Your weapon glows with radiant sunlight, unleashing a fiery wave in a 15-foot cone. Targets take 3d6 fire and 1d6 radiant damage.
Send Whisper
Divination Cast Time: Action Range: 120 feet Components: V Duration: Instant You can send a brief, whispered message on the wind to a creature within range that you can see. The message is heard only by the intended target and can be no longer than a sentence.
Fox's Trick
Illusion Cast Time: 1 action Range: 30 feet Components: V, S, M (a fox tail charm) Duration: 1 hour Creates an illusory double of yourself or a nearby object, designed to deceive enemies. The illusion can move and speak but vanishes if touched.
Spectral Mask
Illusion Cast Time: 1 action Range: Self Components: V, S Duration: 1 minute You conjure a fearsome mask, granting you advantage on Intimidation checks. Any supernatural enemies within 30 feet have disadvantage on their next attack against you.
Talisman of Safety
Abjuration Cast Time: 1 action Range: Touch Components: V, S, M (a small paper talisman) Duration: 1 hour You imbue a small talisman with protective energy. When placed on a creature, it grants a +2 bonus to AC and advantage on saving throws against yokai abilities and effects for 1 hour. This talisman vanishes after it is used or when the spell ends.
Talon Bombardment
Evocation Cast Time: 1 action Range: 90 feet Components: V, S, M (a talon-shaped charm) Duration: Instantaneous You summon a spectral talon that soars toward a group of enemies. Upon reaching its destination, the talon scatters explosive spirit orbs in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 5d6 force damage and are knocked prone. On a successful save, they take half damage and remain standing. The talon vanishes after delivering its barrage
Yokai’s Mark
Divination Cast Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 hour You place a mystical mark on a creature, allowing you to track it within a 1-mile radius for the next hour. The mark glows faintly, visible only to you.
Exorcist’s Light
Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You create a flickering, holy flame that casts bright light in a 30-foot radius. Undead or yokai within the light must make a Constitution saving throw or take radiant damage equal to your proficiency bonus.
Binding Talon
Transmutation Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round A spectral talon strikes at your command, dealing 3d8 piercing damage. The target must succeed on a Strength saving throw or be grappled for 1 round.
Thousand Crane Barrage
Evocation Cast Time: 1 action Range: 120 feet Components: V, S, M (a small origami crane) Duration: Instantaneous You conjure multiple spectral arrows looking like cranes that dive toward a target, dealing 4d4 slashing damage. On a failed Dexterity saving throw, the target is restrained by the cranes for 1 minute.
Satsui no Hado (Passive Aura)
You are a living conduit of the Satsui no Hado — the murderous intent refined into ki. While active, your body radiates crimson-black energy, and your abilities are empowered by pure destructive instinct. Effects While Active: Gain advantage on Strength & Dexterity checks and saves Your unarmed strikes deal +1d6 force or necrotic damage When you reduce a creature to 0 HP, you may regain 20 ki points You are immune to fear and charm
Blood Surge: Crimson Recovery
You invoke the darker essence of Satsui no Hado to convert your wrath into vitality. For each ounce of suffering you've endured, the Hado restores your broken form in an explosive pulse of crimson light. Effect: - Instantly restore HP equal to (3d10 + your Spellcasting Modifier) + half of your missing HP (rounded up) - If you are below 25% HP, regain full HP and emit a surge of corrupted ki: - All creatures within 10 ft must make a Constitution save (DC = your Spell Save DC) - On fail: take 4d6 necrotic damage and are pushed 10 feet away - On success: half damage, no push - While Satsui no Hado is active: - This spell may be cast as a bonus action once per long rest - Healing ignores effects that would reduce or block it Range: Self Is Attack: No Requires Spell Save: No
Satsui Tatsumaki Senpukyaku
You launch into a violent spinning kick, your body engulfed in the crimson aura of Satsui no Hado. Your limbs tear through the air like blades, leaving trails of force and corrupted ki. Effect: - You move up to 15 ft in a straight line or spin in place in a 10 ft radius - All creatures in range must make a Dexterity saving throw - On fail: 3d10 Force + 2d6 Necrotic and are knocked prone - On success: Half damage, no knockdown - Enemies hit cannot take reactions until the start of their next turn While Satsui no Hado is active: - You may roll twice for damage and take the higher result - If you reduce a creature to 0 HP, regain 10 HP
Dark Hadouken
You channel the corrupted ki of Satsui no Hado into a searing orb of blood-red energy and hurl it forward. The projectile streaks with dark force and necrotic power, violently distorting the air around it. On hit, the target takes force and necrotic damage. If they fail a Constitution saving throw, they are weakened until the end of their next turn (disadvantage on Strength-based checks and saves). While your Satsui no Hado Passive is active, this spell ignores resistance to force or necrotic damage. If you reduce a creature to 0 HP with this spell, you gain temporary hit points equal to your Wisdom modifier + level.
Satsui Shoryuken
You launch into the air with a devastating uppercut fueled by the Satsui no Hado. As your fist connects, your body trails crimson and shadowy energy. The raw power ignites upon contact, sending shockwaves through your target and nearby enemies. Effect: - Melee target takes 4d10 Force + 3d6 Fire damage - On fail, target is launched 10 feet into the air and is knocked prone when they land - On success, target remains standing and takes half damage - Enemies within 5 feet of the target take splash damage equal to your spellcasting modifier (no save) While Satsui no Hado is active: - Advantage on attack roll - Damage increases to 6d10 Force + 4d6 Fire - If target is reduced to 0 HP, nearby enemies must make a Wisdom saving throw or become frightened of you until the end of your next turn Visual: A crimson and black spiral of force erupts around your rising fist as you ascend like a rocket, ripping through the air with deadly precision.
Satsui Shadow Clones
You summon 3 shadowy duplicates of yourself, forged from pure Satsui no Hado energy. These clones mimic your movements, attack with spectral strikes, and explode in bursts of corrupted ki when destroyed. Duration: 1 minute Each clone attacks once per turn (1d8 force + 1d6 necrotic) using your spellcasting modifier If destroyed, clone explodes: All creatures within 10 ft must make a Dexterity saving throw On fail: take 2d6 necrotic On success: half damage Clones vanish early if they leave 30 ft of you Max 3 clones at a time Range (ft) Self
Raging Surge (1/Short Rest):
You release a devastating cone of violent ki energy, empowered by the Satsui no Hado. Black and crimson force tears through the air, shredding everything in front of you. Enemies caught in the surge must make a Dexterity saving throw. On a failed save, they take full force and necrotic damage and are blasted back 10 ft. On success, they take half damage and remain standing. While Satsui no Hado is active, this surge ignores resistance to force and necrotic damage. If any creature is reduced to 0 HP by this effect, you may cast another Hadouken spell this turn as a bonus action. Distance is Self (30 ft cone) Though marked as an attack to enable damage input, this spell requires a Dexterity saving throw — not an attack roll."
Meido Gohado!
the Satsui no Hado into a devastating blast of death. The Meido Gohado is a refined, chaotic Hadouken variant that can split into multiple streaks of doom, curving mid-air or striking separate targets. Effect: - Fire one large blast or split into up to 3 smaller blasts in different directions - Each target hit must make a Dexterity saving throw: - On fail: 6d10 Force + 4d6 Necrotic damage and are stunned until the end of their next turn - On success: Half damage, no stun - May bypass cover or bend trajectory around obstacles within reason While Satsui no Hado is active: - Each blast may critically strike on a roll of 18-20, dealing double damage - A creature killed by this spell cannot be revived unless Wish or equivalent is used Special: - Once per long rest, you may cast Meido Gohado without expending a spell slot if you are below 50% HP Visual: Dark, jagged blasts streak across the battlefield, surrounded by burning purple and crimson energy, arcs of black lighting.
Denjin Hadouken 3rd-lvl spell-Lightning + Control)
You charge a Hadouken with crackling electric Satsui no Hado energy and release it in a destructive pulse of force and lightning. The projectile surges with unstable, paralyzing electricity, lashing out violently. On hit, the target must succeed a DC 20 Constitution saving throw or become stunned until the end of their next turn. The projectile arcs, dealing half damage to a second creature within 10 ft of the original target. Damage: 6d12 Lightning + 4d6 Force Debuff: Stunned on failed CON save Save DC: 20 Range: 60 ft Casting Time: 1 Action Spell Duration: Instant Attack Roll: Yes Components: Somatic Spell Settings for Friends & Fables: Spell Level: 5 Range (ft): 60 Is Attack: ✅ (Toggle ON) Spellcasting Ability: Wisdom (or Charisma if reflavored) Spell Preparation Type: Known Spellcasting Type: Full
Pure Hadouken (Cantrip – Force)
Calm, white-blue energy. Precise and stable. Target must make STR save or be pushed 5 ft.
Flurry of Blades
Evocation Casting Time: 1 action Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You channel your inner energy to unleash a flurry of 4d6 rapid strikes. Make a melee weapon attack against each creature within 5 feet of you. Each attack is made with a +1 bonus to hit. If you hit, the attack deals an additional 1d4 lightning damage. This cantrip allows you to strike multiple foes with lightning speed, overwhelming them with your precision and power.
Iron Stance
Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You assume a defensive stance, reinforcing your body and mind. For the duration, you gain a +2 bonus to AC and advantage on saving throws against being pushed, grappled, or knocked prone.
Dragon’s Roar
Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a deafening roar that terrifies your enemies. All creatures within a 30-foot radius must make a Wisdom saving throw or be frightened for 1 minute. While frightened in this way, creatures are incapacitated and have their speed reduced to 0. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Iron Will
Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You steel your mind against fear, charm and sleep. For the duration, you have advantage on saving throws against being frightened, put to sleep or charm and gain temporary hit points equal to your level + your Wisdom modifier.
Mental Wound
Necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You inflict a debilitating wound on a creature. Choose one creature within range. They will feel intimidated for the next 3 turns. The target must make a Wisdom saving throw or take 6d6 psychic damage and have disadvantage on all attack rolls and ability checks for the duration.
Killing Blow
Evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You channel your focus into a single powerful strike. Your next melee weapon attack within the duration has advantage, and on a hit, it deals an additional 2d6 force damage. If the attack reduces a creature to 0 hit points, you regain hit points equal to half the extra damage dealt. Your target have to roll a constitution saving throw to suffer only half damage.
Swift Step
Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 3 turns You focus your energy into your legs, increasing your speed. Your movement speed increases by 10 feet until the end of your next 3 turns. Additionally, the first opportunity attacks made against you in this upcoming 3 turns is made with disadvantage.
Battle Focus
Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes You enter a state of heightened awareness, sharpening your senses and reflexes. For the duration, you gain a +2 bonus to initiative rolls and cannot be surprised. Additionally, you have advantage on Wisdom (Perception) checks to detect hidden enemies.
Way of the Blade
Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You channel your martial prowess into your weapon, enhancing its lethality. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that expands your critical hit range, this cantrip adds +4 to the critical range.
Flash Step
Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You can instantly move up to 60 feet to an unoccupied space that you can see. After using this spell, your next attack has advantage, and you cannot be targeted by attacks of opportunity until the end of your next turn.
Diamond Body
Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your body becomes as hard as diamond. For the duration, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, you have advantage on saving throws against effects that would move or grapple you.
Kiai
Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You unleash a powerful battle cry that bolsters your fighting spirit. Until the end of your next turn, you gain advantage on your next attack roll. If the attack hits, it deals an extra 1d6 force damage as your kiai resonates through the strike.
Turtle Stance
Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You adopt a defensive posture. For the duration, you gain a +2 bonus to AC and can use your reaction to impose disadvantage on one attack roll made against you. This stance reflects the Samurai’s ability to defend with skill and precision.
Moonlit Dance
Illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that mimics your movements and attacks. For the duration, you can make a melee weapon attack as if you were in the place of the duplicate. The duplicate provides disadvantage on attack rolls against you and can absorb damage equal to half of your hit points.
Tyrant’s Wrath
Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of royal blood) Duration: Concentration, up to 1 minute You call upon the power of a tyrant’s vengeance. Choose a point within range; a 30-foot radius of dark, crackling energy erupts. Enemies within this area must make a Constitution saving throw. On a failed save, they take 10d6 necrotic damage and are frightened for the duration. On a successful save, they take half damage and are not frightened.
Vengeful Strike
Necromancy Casting Time: 1 reaction, which you take in response to taking damage from a creature within 5 feet of you that you can see Range: Self Components: V, S Duration: Instantaneous When an enemy lands a blow, you channel your pain into a powerful counterattack. You immediately make a melee weapon attack against the creature that harmed you. If you hit, the attack deals an additional 1d6 necrotic damage, and the creature must succeed on a Constitution saving throw or have disadvantage on its next attack roll. This cantrip turns your foe's aggression against them, ensuring they pay dearly for their strike.
Crimson Strike
Evocation Casting Time: 1 action Range: Self Components: V, S, M (a drop of your own blood) Duration: 1 minute You draw on your own life force to empower your weapon. Your next melee weapon attack before the spell ends deals an additional 1d8 necrotic damage. If the attack hits, you regain hit points equal to half the necrotic damage dealt.
Pathfinder’s Instinct
Divination Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You heighten your awareness of your surroundings, allowing you to navigate difficult or unfamiliar terrain with ease. For the duration, you and up to six allies within 30 feet of you cannot become lost except by magical means, and you have advantage on Wisdom (Survival) checks made to track creatures or find food and water.
Samurai’s Resolve
Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You bolster your mental and physical endurance. For the duration, you gain 2d6 temporary hit points plus your Constitution modifier. These temporary hit points remain until the spell ends or they are depleted.
Unshakable Spirit
Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your resolve becomes unbreakable. You gain advantage on saving throws against charm, sleep and fear effects. Additionally, you and your allies within 30 feet of you gain a +4 bonus to saving throws against fear, sleep and charm effects.
Sheltering Wind
Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours You summon a gentle wind that shields you and your allies from harsh environmental conditions. For the duration, you and up to six allies within range are protected from extreme temperatures, have advantage on saving throws against environmental hazards, and gain a +5 bonus to Dexterity (Stealth) checks to avoid detection in natural environments.
Blazing Path
Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You strike the ground, creating a line of fiery energy that extends 30 feet. Each creature in a 30-foot-wide line must make a Dexterity saving throw or take 4d8 fire damage, taking half damage on a successful save. The path ignites flammable objects that aren’t being worn or carried.
Chilling Gaze
Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Your gaze strikes terror into the hearts of your enemies. Each creature within a 30-foot cone must make a Wisdom saving throw. On a failed save, the creature is paralyzed with fear and takes 6d6 psychic damage. On a successful save, the creature takes half damage and is not paralyzed.
Striking Cobra
Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You focus your energy into a precise strike. For the duration, your melee weapon attacks deal an additional 1d6 slashing damage. On a critical hit, you can make a bonus attack as part of the same action.
Guiding Light
Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small crystal) Duration: 1 hour You conjure a hovering light that illuminates the path ahead, dispelling darkness and revealing hidden dangers. The light casts bright light in a 30-foot radius and dim light for an additional 30 feet. It reveals hidden traps, difficult terrain, and invisible creatures within its area of effect. The light follows you or another creature you designate, moving with them for the duration.
Guardian’s Embrace
Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create a protective barrier around an ally. Choose a creature within range. The target gains temporary hit points equal to 5d6 + your spellcasting ability modifier and has advantage on saving throws against all effects that would cause them to be incapacitated, put to sleep or stunned.
Blade Ward
Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air, protecting yourself from harm. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Blizzaga Materia
Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 1d12+20 cold damage. When you cast this spell using a spell slot of 8th level or higher, the cold damage increases by 1d8+12 for each slot level above 7th.
Cure Materia
A creature you touch, including yourself, regains a number of hit points equal to 1d4 + your spellcasting ability modifier. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Curaga Materia
A creature of your choice that you can see inside the spell range, including yourself, regains all its hit points. When casting this spell using a higher spell slot than 7th, there is no additional effect.
Firaga Materia
Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d12+20 fire damage. When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 2d8 for each slot level above 7st.
Cura Materia
A creature of your choice that you can see inside the spell range, including yourself, regains hit points equal to 2d8, plus your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d10 for each slot level above 4th.
Thundaga Materia
Harness the elemental power of thunder with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d10+20 thunder damage. When you cast this spell using a spell slot of 8th level or higher, the thunder damage increases by 1d10 for each slot level above 7st. You can target non-visible creatures too, but the spell has no effect inside buildings.
Fira Materia
Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 2d12 fire damage. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d10 for each slot level above 4st.
Ice Materia
Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 1d8 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Thundara Materia
Harness the elemental power of thunder with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 thunder damage. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4st. You can target non-visible creatures too, but the spell has no effect inside buildings.
Thunder Materia
Harness the elemental power of thunder with this materia. Invoke thunders on a creature of your choice inside the spell range, that creature takes 1d8 thunder damage. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d4 for each slot level above 1st. You can target non-visible creatures too, but the spell has no effect inside buildings.
Fire Materia
Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d10 fire damage. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4+1 for each slot level above 1st.
Blizzara Materia
Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 cold damage. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 2d8 for each slot level above 4th.