Eureka world illustration - Science Fiction theme
Science Fiction

Eureka

W
WilliamTorchwood

Eureka is a town in Oregon populated by scientific geniuses with well-equipped labs. Sci-fi hijinks.


Author's Note: -WARNING: Active WIP. Player discretion about potential turd quality advised.- Welcome to Eureka, Oregon! Populated by surprisingly sane and mostly grounded Mad Scientist, Sci-fi adventures and small town hijinks abound! Take the role of one of 4 new potential recruits of Global Dynamics, or bring your own character in to town. But either way, I hope you enjoy your adventure in Eureka!
Played5 times
Cloned1 times
Created
20 days ago
Last Updated
Yesterday
VisibilityPublic
Workshop Warp
2

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.

Acid Veil
4

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.

Appraise
0

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.

Bankruptcy Curse
2

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.

Bargainer's Charm
0

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.

Barrier of Wealth
5

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.

Phantom Broker
1

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.

Prestidigitation
0

Prestidigitation

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - You instantaneously light or snuff out a candle, a torch, or a small campfire. - You instantaneously clean or soil an object no larger than 1 cubic foot. - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Quick Stitch
0

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
3

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
0

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.

Rewrite Memories
4

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
5

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.

Shatter Pot
2

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.

Sheltering Wind
1

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.

Snaring Threads
1

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
1

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.

Splinter Barrage
2

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.

Splintering Strike
4

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.

Summon Flying Carpet
5

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.

Tengu’s Breath
0

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
1

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
4

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
1

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
0

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
0

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.

Two Faced
2

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.

Verdant Growth
3

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.

Vicious Mockery
0

Vicious Mockery

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Water Walk
0

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.

Whirling Shroud
3

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.

Captivate
0

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.

Chain of Deals
1

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.

Coin Barrier
0

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.

Coin Flick
0

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 Shot
0

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.

Earthen Armor
1

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.

Earthen Rejuvenation
3

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.

Essence Transfer
3

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.

Explosive Charge
4

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.

Fleeting Vitality
2

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
0

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.

Foxfire Arrows
2

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.

Golden Tempest
5

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
5

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.

Guiding Light
1

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.

Hammer Toss
0

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
3

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.

Kamidana Blessing
0

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.

Kiln's Embrace
4

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.

Mason’s Might
2

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
3

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
3

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
5

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.

Message
0

Message

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Nailstorm
2

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.

Needle Prick
0

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.

Binding Dark
4

Binding Dark

The caster raises both arms, drawing huge black chains up from the earth in violent eruptions, the chains surge towards all targets, dealing 4d8 bludgeoning damage on impact and immobilising them. The chains then tighten, dealing 6d10 necrotic damage. Each round the targets make a strength save (DC 15) to break the chains, success frees them and failure means they take another 6d10 necrotic damage. This persists until the target breaks their chains with the strength save (DC 15)

Black Hole
3

Black Hole

Create a localized gravitational anomaly that pulls in creatures and objects within a specified radius, dealing damage and potentially restraining them. The area becomes a zone of intense gravitational force, distorting space and time.

White Hole
4

White Hole

This spell creates a radiant sphere that expels energy and matter, pushing away all nearby creatures and objects. It serves as a protective barrier, repelling foes and healing allies caught within its radius. Nothing that exists outside of the white hole can enter the radius. Creating a truly impenetrable fortress to the user.

Strangelet
2

Strangelet

You create a small, swirling mass of exotic matter that distorts reality around it. Enemies within its vicinity must contend with gravitational anomalies and unpredictable effects, causing chaos in the vicinity.

Naked Singularity
7

Naked Singularity

Unleash a powerful distortion of reality, where the fabric of space unravels and time becomes the only constant. Enemies caught within the area experience temporal disorientation, suffering from unpredictable effects as they are pulled toward the singularity.

Shadow Puppets
0

Shadow Puppets

You manipulate residual shadows to create small, animated figures, creatures or objects that act out scenes of your choosing. The shadows can be no larger than 1 foot in length and can perform simple actions, providing entertainment or distraction.

Time Dilation
2

Time Dilation

You manipulate the flow of time around a target, causing them to experience time at a different rate. This can either slow down their actions or hasten their perception, affecting their ability to react in combat or perform tasks.

Dark Energy
3

Dark Energy

Harness the unseen energy that accelerates the universe's expansion, unleashing a wave of dark force that disrupts the fabric of reality. This spell can either damage foes or create a temporary field that enhances the caster's abilities.

Dark Matter
3

Dark Matter

Harness the unseen forces of the universe to manipulate gravity and create a field of dark matter. This spell can either pull enemies towards a central point or push them away, causing disorientation and potential damage.

Dark Meteor Storm
8

Dark Meteor Storm

The caster's eyes glow with intense violet energy and they rise a few inches from the ground as the spell is unleashed. The spell causes dozens of black meteors, wreathed in violet flames to smash down in the area, shattering structures and devastating any targets in the vicinity, dealing 10d10 bludgeoning damage, 10d10 fire damage and 20d10+30 necrotic damage.

Dark Supernova
8

Dark Supernova

Unleash a cataclysmic explosion of dark energy, engulfing enemies in a wave of shadowy force. This spell creates a massive area of effect that deals necrotic damage and can potentially blind those caught within its radius.

Darkstar Calamity
9

Darkstar Calamity

The caster lifts into the air, twirling as black and purple magic swirls around them before unleashing the most devastating expression of dark magic. The spell shatters the very air, along with the ground with catastrophic erruptions of necrotic energy, each causing 20d10 necrotic damage.

Devouring Darkness
5

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.

Divide by Zero
6

Divide by Zero

You create a rift in reality that disrupts the fabric of space around a target, causing them to experience a moment of existential dread. The target must confront the paradox of their existence, leading to psychic damage and potential disorientation.

E=mc²
6

E=mc²

This spell allows the caster to convert a portion of their mass into energy, unleashing a powerful burst of force in a targeted area. The energy released can cause devastating damage to enemies or be used to empower allies with temporary enhancements. The user take 10 damage when they use this spell.

Hypernova
9

Hypernova

Unleashes a cataclysmic explosion of cosmic energy, obliterating everything in a vast radius. This spell is said to be capable of ending worlds, leaving nothing but devastation in its wake.

Supermassive Blackhole
9

Supermassive Blackhole

You summon a supermassive black hole at a point you choose within range. The gravitational pull is so intense that it begins to consume everything in its vicinity, causing catastrophic destruction and chaos. It has a mass of a million suns and you thought it would be good to summon that on a planet?

Entropic Strike
0

Entropic Strike

You channel the chaotic forces of entropy through your weapon, causing it to momentarily break down the order of anything it strikes. As part of the action used to cast this spell, you must make a melee weapon attack against one creature within your reach. On a hit, the target takes an additional 1d8 necrotic damage, and it cannot take reactions until the start of its next turn. However you take a 1d4 damage as a result.

Entropy
1

Entropy

Unleash the chaotic forces of the universe, causing random effects that can either harm or hinder foes. The spell embodies the unpredictable nature of entropy, leading to unexpected outcomes in battle.

Entropy Bolt
0

Entropy Bolt

You unleash a bolt of chaotic energy that disrupts the natural order, dealing damage to a target and potentially causing unpredictable effects.

Primordial Black Hole
0

Primordial Black Hole

You create a tiny black hole at a point you can see within range. The black hole pulls in small objects and creatures, dealing damage and potentially restraining them.

Quantum Leap
2

Quantum Leap

Teleport a short distance instantly, leaving behind a shimmering afterimage. The caster can choose to reappear in an unoccupied space within 30 feet, avoiding obstacles and enemies.

Supernova
8

Supernova

Unleash a brilliant explosion of radiant energy in a 30-foot radius, dealing massive damage to all creatures within. The intense light blinds those caught in the blast, leaving them vulnerable to further attacks.

Abyssal Tendrils
1

Abyssal Tendrils

You summon dark, writhing tendrils from the abyss that lash out at your enemies. Choose up to three creatures within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 necrotic damage and is restrained until the end of your next turn. On a successful save, a target takes half as much damage and is not restrained.

Vacuum Decay
7

Vacuum Decay

This spell causes a localized area to transition from a false vacuum to a true vacuum, creating a devastating effect that disrupts the very fabric of reality. All creatures and objects within the area are subjected to intense gravitational forces, potentially leading to their annihilation.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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