
The continent with the Northern Kingdoms and Nilfgaard Empire. Witchers, are they friend or foe?
Played | 28 times |
Cloned | 10 times |
Created | 84 days ago |
Last Updated | 68 days ago |
Visibility | Public |

Anialwch
You rip some of the liquid from a target’s body, damaging and exhausting them. The creature takes 4d6 necrotic damage, or 24 necrotic damage if used against a creature made of water or a plant. The target must also make a Constitution saving throw or gain 1 level of exhaustion in addition to the necrotic damage.

Alzur's Thunder
You create a yellow bolt of lightning that strikes a creature within range, dealing lightning damage and potentially leaping to additional targets. If a storm cloud is present, the initial target takes extra damage. The spell's damage decreases for each subsequent target hit.

Air Pocket
You create a pocket of fresh air underwater or in an area where there normally wouldn’t be fresh air. The pocket has a radius of 5 feet for the duration of the spell, allowing creatures within to breathe normally.

Afan's Mirror
Afan’s mirror creates 1d10 illusory copies of the caster that are indistinguishable from the caster and controlled by the caster’s mind. These intangible duplicates can confuse attackers, making it difficult to determine which is the real caster, and they are dismissed if they move more than 30 feet away or if the caster uses a bonus action to dismiss them.

Aenye
A bright streak flashes from your pointing finger towards a creature you choose within range, exploding into flames upon impact. The target takes fire damage and ignites flammable objects in the area that aren't being worn or carried.

Adenydd
Adenydd is a transmutation spell that allows the caster to slow their descent when falling, enabling them to maneuver horizontally while falling. The spell ensures a safe landing, preventing any falling damage and allowing the caster to land gracefully on their feet.

Oneiromancy
Oneiromancy grants the caster a dream that unveils secrets and events of the past and present. The caster can perform the ritual alone or guide others to share the enlightening dream by forming a bond through personal questions. The dream lasts for the duration of the ritual, revealing insights based on successful spellcasting checks.

Standing Portal
You use magical energy to conjure a portal 5ft wide and 6 ft tall, the center of which is another location. The portal can teleport anything that can fit through it to a location you know. If you use your reaction to end the portal while something is only partially through it, the portal instantly closes, severing the creature or object in two. You can teleport to a place you don’t know as long as you have an item from that location. For instance you can teleport to a stranger’s house if you have a piece of their cutlery or something of the like. This is far more complicated however and requires a DC 20 Spellcasting check. If you succeed, you teleport into the center of that location. If you fail, you teleport to a random location within 2d10 miles of the intended location.

Fog Cloud
You create a 20-foot-radius sphere of fog centered on a point within range. The fog heavily obscures the area and lasts for up to 1 hour, or until dispersed by a strong wind.

Feather Fall
This spell allows you to slow the descent of falling creatures, preventing them from taking damage upon landing. Choose up to five creatures within range to reduce their falling speed to 60 feet per round for the duration of the spell.

False Life
Bolstering yourself with a necromantic facsimile of life, you gain temporary hit points that mimic vitality. You gain 1d4 + 4 temporary hit points for the duration, which lasts for 1 hour.

Earth Tremor
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Detect Magic
You sense the presence of magic within 30 feet of you. You can see a faint aura around any visible creature or object that bears magic and learn its school of magic.

Color Spray
A dazzling array of flashing, colored light springs from your hand, affecting creatures in a 15-foot cone. Creatures are blinded until the end of your next turn based on their current hit points, starting from the lowest.

Chromatic Orb
You hurl a 4-inch-diameter sphere of energy at a creature you can see within range, choosing from acid, cold, fire, lightning, poison, or thunder damage. Make a ranged spell attack; on a hit, the target takes 3d8 damage of the chosen type, increasing by 1d8 for each slot level above 1st. If the attack hits, the creature takes 3d8 damage of the type you chose.

Chaos Bolt
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s to determine the damage type. If you roll the same number on both d8s, the energy leaps to another target within 30 feet, allowing for a new attack and damage roll. Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder

Absorb Elements
This spell captures incoming elemental energy, granting you resistance to the triggering damage type and allowing you to unleash that energy in your next melee attack.

Prestidigitation
A minor magical trick that novice spellcasters use for practice, allowing the caster to create various harmless sensory effects, light or extinguish small flames, clean or soil objects, alter the temperature or flavor of nonliving materials, create marks or symbols, and conjure small trinkets or illusions.

Whispering Wires
You point your finger toward a creature within range and whisper a message. The target hears the message and can reply in a whisper that only you can hear. This spell can penetrate solid objects if you are familiar with the target, but is blocked by magical silence, thick stone, metal, lead, or wood.

Mending
This cantrip allows you to repair a single break or tear in an object you touch, such as a broken chain link or a torn cloak, as long as the damage is no larger than 1 foot in any dimension. The repair is instantaneous and leaves no trace of the former damage, but it cannot restore magic to magical items or constructs.

Mage Hand
A spectral, floating hand appears at a point you choose within range, allowing you to manipulate objects, open doors, and interact with containers from a distance. The hand lasts for 1 minute or until dismissed, and can move up to 30 feet each time you use it, but cannot attack or carry more than 10 pounds.

Infestation
You conjure a cloud of parasites that swarm a creature, causing discomfort and disorientation. The target must succeed on a Constitution saving throw or take poison damage and be pushed in a random direction.

Charmed Presence
You enhance your charm with a touch of magic, gaining an edge in social interactions. However, your influence is fleeting, and the target may react negatively once the spell ends.

Dancing Lights
You create up to four torch-sized lights that can appear as torches, lanterns, or glowing orbs, shedding dim light in a 10-foot radius. You can also combine the lights into a Medium-sized humanoid form, and move them as a bonus action.

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 necrotic damage and cannot regain hit points until the start of your next turn. If you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn.

Igni
Igni unleashes a powerful gush of flames that scorches opponents in its path. When upgraded, it not only increases its area of effect but also has a chance to incinerate foes, making it a devastating choice in combat. Additionally, it can be used strategically to ignite flammable gases, causing explosive reactions.

Axii
A charm spell that temporarily turns an enemy into an ally, compelling them to fight alongside you for a brief duration. The target must succeed on a saving throw to resist the charm, or they will be charmed and act in your favor.

Quen
Quen creates a protective shield around the caster that absorbs all incoming damage for 30 seconds. At its upgraded level, it reflects 50% of the absorbed damage back to the attacker, but the caster cannot regenerate vigor while the shield is active.

Yrden
Yrden is a magical trap that creates a field on the ground, wounding and immobilizing any opponents that enter its area. At its basic level, it allows the caster to place a single Yrden sign, while upgraded versions enable the placement of up to three signs, forming an impassable barrier that hinders enemy movement.

Aard
A telekinetic wave that can throw back, knock down, or stun an opponent. It can also be used to destroy obstacles like crumbling walls or stacks of barrels.