A clash of the urban, the urbanite, the fantastical, and their fantasies in one big urbane city.
Played | 3 times |
Cloned | 0 times |
Created | 8 days ago |
Last Updated | 7 days ago |
Visibility | Public |
Weakness to Shock
You touch a creature, and for the duration, it becomes more susceptible to lightning damage. The creature has disadvantage on saving throws against shock-based effects, and it takes an additional 50% lightning damage from all sources. The spell lasts for 1 minute, or until the creature makes a successful Constitution saving throw at the end of its turn to end the effect.
Absorb Magicka
You touch a creature and drain its magical energy, restoring your own. The target must make a Constitution saving throw. On a failed save, the target loses 3d8 points of its spellcasting ability (represented by spell slots or similar magical resources), and you regain spell slots equal to half the amount drained. On a successful save, the target loses half as much magical energy, and you regain no spell slots. This spell has no effect on creatures that do not use magic, such as non-spellcasting creatures or constructs.
Almsivi Intervention
You invoke the power of the Tribunal (Almalexia, Sotha Sil, and Vivec) to teleport you to the nearest Tribunal Temple. Upon casting, you and any objects you are carrying are instantly transported to the nearest Temple of Almsivi, regardless of the distance. This spell can be used only within the same plane of existence, and the destination is always the nearest Tribunal Temple.
Summon Daedroth
You summon a Daedroth, a hulking, reptilian Daedra known for its brute strength and ability to spew flames, into an unoccupied space within 30 feet. The Daedroth can attack enemies with vicious bites and claws, as well as breathe fire in a cone. It follows your verbal commands and remains for 1 hour, until destroyed, or until dismissed as a bonus action. The Daedroth uses the stats of a basic Daedroth.
Summon Dremora
You summon a Dremora warrior, a fearsome Daedric knight, into an unoccupied space within 30 feet. The Dremora is a powerful melee combatant and wields a Daedric weapon of your choice (sword, axe, or mace). It follows your verbal commands and fights with brutal efficiency. The Dremora remains for 1 hour, until destroyed, or until dismissed as a bonus action. The Dremora uses the stats of a basic Dremora.
Summon Flame Atronach
You summon a Flame Atronach, a Daedric spirit of fire, into an unoccupied space within 30 feet. The Flame Atronach is a floating, fire-wreathed figure capable of casting fire-based spells and hurling firebolts at enemies. The atronach follows your verbal commands, is immune to fire damage, and remains for 1 hour, until destroyed, or until you dismiss it as a bonus action. The atronach uses the stats of a basic Flame Atronach.
Summon Frost Atronach
You summon a Frost Atronach, a massive Daedric creature made of ice, into an unoccupied space within 30 feet. The Frost Atronach is a hulking brute that can deal powerful melee attacks and is resistant to cold damage. The atronach follows your verbal commands and remains for 1 hour, until destroyed, or until you dismiss it as a bonus action. It uses the stats of a basic Frost Atronach.
Summon Ghost
You summon a ghostly apparition to assist you. The ghost appears in an unoccupied space within 30 feet and follows your verbal commands. The ghost remains for 1 hour, until it is destroyed, or until you dismiss it as a bonus action. The ghost has the stats of a basic ghost and is ethereal, allowing it to move through solid objects. It can perform basic attacks and is resistant to non-magical damage.
Summon Golden Saint
You summon a Golden Saint, a proud and powerful Daedric warrior, into an unoccupied space within 30 feet. The Golden Saint is a formidable fighter, capable of wielding heavy weapons and powerful magic. It is immune to disease and poison, and follows your verbal commands loyally. The Golden Saint remains for 1 hour, until destroyed, or until dismissed as a bonus action. It uses the stats of a basic Golden Saint.
Summon Greater Bonewalker
You summon a Greater Bonewalker, a larger and more powerful version of the Bonewalker, into an unoccupied space within 30 feet. The Greater Bonewalker can deal powerful necrotic damage and weaken enemies' physical abilities with its attacks. It follows your verbal commands and remains for 1 hour, until destroyed, or until dismissed as a bonus action. It uses the stats of a Greater Bonewalker.
Summon Lich
You summon a powerful undead Lich from the depths of necromantic magic. The Lich appears in an unoccupied space within 30 feet and follows your verbal commands. It can cast powerful spells, including necromancy and control of undead, and uses its phylactery to regenerate if destroyed. The Lich remains for 1 hour, until destroyed, or until you dismiss it as a bonus action. It uses the stats of a basic Lich.
Summon Scamp
You summon a small daedric scamp to fight by your side. The scamp appears in an unoccupied space within 30 feet and follows your verbal commands. The scamp remains for 1 hour, until it is destroyed, or until you dismiss it as a bonus action. The scamp has the stats of a basic daedric scamp and can cast weak fire spells. It has resistance to fire damage but is vulnerable to cold.
Summon Skeleton
You summon a skeletal warrior from beyond the grave to fight for you. The skeleton appears in an unoccupied space within 30 feet and follows your verbal commands. The skeleton remains for 1 hour, until it is destroyed, or until you dismiss it as a bonus action. The summoned skeleton has the stats of a basic skeleton and is controlled by you.
Summon Storm Atronach
You summon a Storm Atronach, a Daedric elemental of crackling lightning, into an unoccupied space within 30 feet. The Storm Atronach hovers above the ground, hurling bolts of lightning and creating electrical surges in its vicinity. The atronach follows your verbal commands, is immune to lightning damage, and remains for 1 hour, until destroyed, or until you dismiss it as a bonus action. It uses the stats of a basic Storm Atronach.
Summon Winged Twilight
You summon a Winged Twilight, a Daedric creature resembling a winged, bat-like humanoid, into an unoccupied space within 30 feet. The Winged Twilight can fly and attack with sharp claws or cast weak magic spells. It follows your verbal commands and remains for 1 hour, until destroyed, or until dismissed as a bonus action. The Winged Twilight uses the stats of a basic Winged Twilight.
Summon Wolf
You summon a wolf from the wilderness to assist you in battle. The wolf appears in an unoccupied space within 30 feet and follows your verbal commands. The wolf is swift and agile, able to harry enemies with quick bites. The wolf remains for 1 hour, until destroyed, or until dismissed as a bonus action. The wolf uses the stats of a basic wolf.
Summon Xivilai
You summon a Xivilai, a towering, powerful Daedra with both combat prowess and magical abilities, into an unoccupied space within 30 feet. The Xivilai can fight with massive weapons or cast destructive spells, making it a versatile and deadly ally. It follows your verbal commands and remains for 1 hour, until destroyed, or until dismissed as a bonus action. The Xivilai uses the stats of a basic Xivilai.
Summon Zombie
You raise a zombie from the ground to do your bidding. The zombie appears in an unoccupied space within 30 feet and follows your verbal commands. The zombie remains for 1 hour, until it is destroyed, or until you dismiss it as a bonus action. The summoned zombie has the stats of a basic zombie and is controlled by you.
Telekinesis
You gain the ability to move or manipulate objects with your mind. Choose one object that is not being worn or carried and that weighs up to 1,000 pounds. You can move the object up to 30 feet in any direction. If the object is held or carried, the creature holding it must succeed on a Strength saving throw to prevent the object from being moved. Alternatively, you can target a creature and attempt to move it; the creature must make a Strength saving throw to resist being moved up to 30 feet. The spell lasts for up to 10 minutes with concentration.
Thunderbolt
You hurl a bolt of thunderous energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 lightning damage and is pushed back 10 feet. The impact of the thunderbolt produces a concussive blast, which can be heard up to 300 feet away. Creatures and objects that are flammable may catch fire due to the impact, and unsecured items may be knocked over.
Touch of Death
You touch a creature, siphoning its life force. The target must make a Constitution saving throw. On a failed save, the creature takes 5d10 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half damage, and you regain no hit points. This spell has no effect on undead or constructs.
Turn Undead
As an action, you present your holy symbol and speak a prayer, channeling divine energy to make undead creatures flee. Each undead creature that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Vampire's Bane
You release a burst of radiant energy, targeting undead creatures within range. Each undead creature within a 30-foot radius must make a Constitution saving throw or take 3d8 radiant damage. Undead creatures that fail their save are also blinded until the end of their next turn. On a successful save, the target takes half as much damage and is not blinded. This spell is particularly effective against vampires and other undead creatures vulnerable to radiant energy.
Vampiric Drain
You touch a creature and siphon its life force to restore your own. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half damage, and you regain no hit points. This spell has no effect on undead or constructs.
Wall of Flames
You create a wall of roaring fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can create a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. The other side of the wall deals no damage.
Wall of Frost
You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can create a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. Each creature in the area where the wall appears must make a Constitution saving throw. On a failed save, a creature takes 5d8 cold damage, or half as much damage on a successful one. A creature that ends its turn within 10 feet of the cold side of the wall takes 5d8 cold damage, and the ground in the area becomes difficult terrain due to ice.
Wall of Storms
You create a stormy wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter. Creatures in the area must make a Dexterity saving throw, taking 5d8 lightning damage on a failed save, or half on a successful save. A creature that ends its turn within 10 feet of the storm side of the wall takes 5d8 lightning damage.
Water Breathing
Grants the ability to breathe underwater. Up to 10 willing creatures you can see within range gain this ability for the duration. Affected creatures retain their normal mode of respiration and can breathe water in addition to air for 24 hours. The spell does not grant any swimming speed.
Water Walking
Grants the ability to move across liquids as if they were solid ground. Up to 10 willing creatures you can see within range gain this ability for 1 hour. The spell allows creatures to move on any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Weakness to Disease
You touch a creature, and for the duration, it becomes more susceptible to diseases. The creature has disadvantage on Constitution saving throws to resist diseases, and if it contracts a disease during the spell’s duration, the disease’s effects are magnified. The spell lasts for 1 minute, or until the creature makes a successful Constitution saving throw at the end of its turn to end the effect.
Weakness to Fire
You curse a creature with a vulnerability to fire damage. The target must make a Constitution saving throw. On a failed save, the creature becomes vulnerable to fire damage for 1 minute, taking double damage from all fire-based attacks and spells. On a successful save, the effect is resisted. The spell has no effect on creatures immune to fire.
Weakness to Frost
You touch a creature, and for the duration, it becomes more susceptible to frost damage. The creature has disadvantage on saving throws against frost-based effects, and it takes an additional 50% frost damage from all sources. The spell lasts for 1 minute, or until the creature makes a successful Constitution saving throw at the end of its turn to end the effect.
Weakness to Magic
You touch a creature, and for the duration, it becomes more susceptible to magical damage from any source. The creature has disadvantage on saving throws against magical effects, and it takes an additional 50% damage from all magical sources. The spell lasts for 1 minute, or until the creature makes a successful Constitution saving throw at the end of its turn to end the effect.
Weakness to Poison
You touch a creature, and for the duration, it becomes more susceptible to poison damage. The creature has disadvantage on saving throws against poison-based effects, and it takes an additional 50% poison damage from all sources. The spell lasts for 1 minute, or until the creature makes a successful Constitution saving throw at the end of its turn to end the effect.
Abosrb Health
You touch a creature and drain its life force to restore your own. The target must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half as much damage, and you regain no hit points. This spell has no effect on undead or constructs.
Banish Daedra
You target a summoned or conjured Daedra within range and attempt to send it back to its plane of origin. The Daedra must succeed on a Charisma saving throw or be banished back to Oblivion. If the Daedra fails its saving throw, it is instantly banished, disappearing from the battlefield. On a successful save, the Daedra remains in this plane but suffers disadvantage on attack rolls against you for 1 minute. The spell has no effect on non-Daedric creatures.
Blizzard
A howling storm of ice and snow blankets a 40-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the area must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature takes 6d8 cold damage and is slowed by 15 feet for the duration of the spell. On a successful save, the creature takes half as much damage and isn't slowed. The storm obscures vision and turns the area into difficult terrain. The spell lasts for 1 minute with concentration.
Bound Battle Axe
You summon a magical battle axe in your hand, forged from ethereal energy. The weapon lasts for 1 hour or until dismissed as a bonus action. It counts as a magical weapon for overcoming resistances and deals 1d10 slashing damage with an additional 1d6 force damage. You are proficient with the weapon while summoned. If you drop or throw the axe, it vanishes at the end of the turn. The spell requires concentration.
Bound Bow
You summon a magical bow in your hand along with a quiver of ethereal arrows. The weapon lasts for 1 hour or until dismissed as a bonus action. It counts as a magical weapon for overcoming resistances and deals 1d8 piercing damage with an additional 1d6 force damage. You are proficient with the bow, and the arrows vanish after hitting or missing a target. The spell requires concentration.
Bound Dagger
You conjure a magical dagger in your hand, forged from ethereal energy. The weapon lasts for 1 hour or until you dismiss it as a bonus action. It counts as a magical weapon for the purpose of overcoming resistances and immunities, and you are proficient with it while it is summoned. The dagger deals 1d6 piercing damage on a hit and 1d6 additional force damage. If you drop or throw the dagger, it vanishes at the end of the turn. The spell requires concentration.
Bound Mace
You summon a magical mace in your hand, forged from ethereal energy. The weapon lasts for 1 hour or until dismissed as a bonus action. It counts as a magical weapon for overcoming resistances and deals 1d8 bludgeoning damage with an additional 1d6 force damage. You are proficient with the weapon while summoned. If you drop or throw the mace, it vanishes at the end of the turn. The spell requires concentration.
Bound Shield
You summon a magical shield in your hand, forged from ethereal energy. The shield grants a +2 bonus to AC while it is summoned, and it lasts for 1 hour or until dismissed as a bonus action. The shield counts as magical for overcoming resistances and provides protection against both physical and magical attacks. The spell requires concentration.
Bound Sword
You summon a magical sword in your hand, forged from ethereal energy. The weapon lasts for 1 hour or until dismissed as a bonus action. It counts as a magical weapon for overcoming resistances and deals 1d8 slashing damage with an additional 1d6 force damage. You are proficient with the weapon while summoned, and if you drop or throw it, it vanishes at the end of the turn. The spell requires concentration.
Burden
Increases the weight of a creature or object within range, making it harder for the target to move. A creature affected by this spell has its carrying capacity halved and becomes encumbered if the weight exceeds its limit. An unwilling creature must succeed on a Strength saving throw or be restrained as the weight slows them down significantly. The spell lasts for 1 minute or until the creature drops the excess weight.
Calm
You attempt to suppress strong emotions in a group of creatures, inducing a sense of calm. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save, the creature is calmed and becomes indifferent to creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. The spell lasts for 1 minute.
Chain Lightning
You create a bolt of lightning that arcs toward a target of your choice within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. Each of the secondary targets must also make a Dexterity saving throw, taking the same amount of damage.
Chameleon
You blend into your surroundings, becoming nearly invisible. For the duration of the spell, you have advantage on Dexterity (Stealth) checks to hide, and creatures attempting to detect you have disadvantage on Perception checks to see you. You do not become fully invisible, but your appearance shifts to match the environment around you. The spell lasts for up to 1 hour and requires concentration.
Charm
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Circle of Protection
You create a circle of divine protection on the ground. Choose one type of creature: celestials, elementals, fey, fiends, or undead. For the duration, these creatures cannot enter the circle unless they succeed on a Charisma saving throw. The circle provides protection to those inside, preventing the chosen creature type from attacking, possessing, or influencing creatures within the circle. The spell lasts for up to 10 minutes and requires concentration.
Clairvoyance
You create an invisible sensor at a location within range that allows you to see or hear through it as if you were there. You can choose to see or hear through the sensor, switching between the two as an action. The sensor remains in place for up to 10 minutes, and it cannot be physically interacted with. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt. The spell lasts for up to 10 minutes with concentration.
Close Wounds
You reach out with healing energy to quickly mend an ally's injuries. As a reaction, when a creature within 30 feet of you takes damage, you can heal that creature for 2d8 + your spellcasting modifier hit points. This spell can prevent a creature from dropping to 0 hit points. The spell has no effect on undead or constructs.
Cure Disease
Description: You touch a creature and remove any disease affecting it. The spell instantly cures one disease afflicting the target, neutralizing the infection and restoring the creature’s health. The spell has no effect on undead or constructs, nor does it remove curses or poison.
Cure Paralysis
You touch a creature and immediately end any paralysis affecting it. The creature is restored to full mobility. This spell has no effect on undead, constructs, or creatures paralyzed by curses or magical effects that are not considered diseases or poisons.
Cure Poison
You touch a creature and neutralize one poison affecting it. The poison is removed instantly, restoring the creature to health. This spell does not affect undead or constructs and has no effect on diseases or curses.
Detect Enchantment
For the duration, you sense the presence of magical enchantments on objects or creatures within 30 feet of you. Enchanted items glow faintly, allowing you to determine their magical nature. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This spell lasts for up to 10 minutes and requires concentration.
Disintegrate Weapon
You target a weapon held by a creature within range, attempting to disintegrate it into dust. The creature must make a Constitution saving throw. On a failed save, the weapon is destroyed, crumbling into dust and becoming unusable. Magical weapons are immune to this effect unless they are lower than +3 enchantment, and they have advantage on the saving throw. On a successful save, the weapon remains intact. If the weapon is destroyed, the creature holding it suffers a jarring effect, losing their next attack.
Dispel
You choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. This spell can be used to remove magical effects or break enchantments.
Elemental Shield
You create a magical barrier that provides protection against elemental damage. Choose one of the following damage types: fire, cold, or lightning. For the duration, you gain resistance to that damage type, and any creature that hits you with a melee attack takes 2d8 damage of the chosen type. The spell lasts for up to 10 minutes and requires concentration.
Fear
You project a terrifying image or presence, forcing creatures within range to flee from you. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become frightened for the duration. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, it can make another Wisdom saving throw, ending the effect on itself on a success. The spell lasts for up to 1 minute.
Fire Rune
You inscribe a rune of fire on a solid surface within range, which stays dormant until a creature moves within 5 feet of it. When triggered, the rune explodes in a burst of flames. The creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, or half as much on a successful save. The rune lasts for up to 10 minutes or until triggered.
Fireball
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Firestorm
A storm of roaring flame fills a 20-foot-radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The flames cause extreme destruction and devastation to all in their path.
Flame Cloak
You wreathe yourself in swirling flames. For the duration of the spell, any creature that starts its turn within 5 feet of you takes 2d8 fire damage. Flammable objects not being worn or carried that come within the aura ignite. The spell lasts for 1 minute and requires concentration.
Fortify Attribute
You touch a willing creature, temporarily increasing one of its ability scores by 2, to a maximum of 24, for the duration. You choose one ability score—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma—when you cast the spell. The spell lasts for up to 1 hour and requires concentration. This boost can provide a creature with increased combat prowess, mental acuity, or other benefits based on the chosen attribute.
Fortify Skill
You touch a willing creature, enhancing its proficiency in one skill of your choice for the duration. Choose a skill the creature is proficient in or one it has no proficiency in. The target gains a +5 bonus to checks with that skill for 1 hour. The spell requires concentration and provides a significant boost in performance, whether for combat, crafting, or social interactions.
Freeze
You channel intense cold energy to freeze a creature in place. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 cold damage and is restrained for 1 minute, as ice forms around its body. On a successful save, the target takes half damage and is not restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frenzy
You choose a creature within range and fill it with uncontrollable rage. The target must make a Wisdom saving throw. On a failed save, the creature becomes hostile toward all creatures around it, attacking the nearest target with reckless abandon. The creature attacks the closest target it can reach, using melee attacks if possible. The spell lasts for 1 minute or until the creature succeeds on a Wisdom saving throw at the end of its turn. On a successful save, the spell has no effect.
Frenzy Rune
You inscribe a magical rune on a surface, which triggers when a creature steps within 5 feet of it. The creature must make a Wisdom saving throw or be overcome with uncontrollable rage for 1 minute. While frenzied, the creature becomes hostile to all nearby creatures and attacks the closest target it can reach. The rune is invisible to the naked eye but can be detected with magical means. The rune lasts for up to 8 hours or until triggered.
Frost Cloak
You surround yourself with a freezing aura of frost. For the duration of the spell, any creature that starts its turn within 5 feet of you takes 2d8 cold damage. The area within 5 feet of you becomes difficult terrain due to ice forming on the ground. The spell lasts for 1 minute and requires concentration.
Frost Rune
You inscribe a rune of frost on a solid surface within range, which remains dormant until triggered. When a creature moves within 5 feet of the rune, it detonates in a blast of cold energy. The creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 cold damage, or half as much on a successful one. The rune lasts for up to 10 minutes or until triggered.
Greater Ward
You create a powerful magical barrier around yourself or a creature within range. The ward grants a +6 bonus to AC and advantage on saving throws against spells for the duration. The ward lasts for up to 1 minute or until the creature is incapacitated, and it can be dropped as a free action. This spell offers superior protection, shielding the target from both physical and magical threats.
Heal Companion
You channel restorative energy into a companion creature you touch. The target regains 3d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, helping your companion recover from injuries.
Heal Other
Channel restorative energy into a creature you touch, restoring a moderate amount of health. The target regains 2d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, closing minor wounds and revitalizing the target.
Heal Self
You channel restorative energy into yourself, regaining hit points. When you cast this spell, you restore 70 hit points to yourself. This spell also cures you of any diseases and neutralizes any poisons affecting you. It does not affect undead or constructs. The spell takes immediate effect, healing your wounds and revitalizing your body.
Ice Spike
You conjure a sharp spike of ice and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 cold damage, and the spike lodges in its body, reducing its speed by 10 feet until the start of your next turn. If the target is a flammable object that isn’t being worn or carried, it freezes instead of burning.
Ice Storm
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Incinerate
You hurl a bolt of intense fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10 fire damage. If the target is a flammable object that isn't being worn or carried, it ignites. The spell produces a searing bolt of flame that incinerates anything in its path.
Levitate
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows it to move as if it were climbing. You can also move the target up or down 20 feet as part of your action. The spell lasts for up to 10 minutes and can be maintained with concentration.
Lighting Bolt
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Lightning Cloak
You envelop yourself in a crackling aura of lightning. For the duration of the spell, any creature that starts its turn within 5 feet of you takes 2d8 lightning damage. The electrical aura causes metal objects within the area to spark and hum with energy. The spell lasts for 1 minute and requires concentration.
Mark
You create a magical marker at your current location that you can later teleport back to using the spell Recall. The mark remains in place until you cast it again or dismiss it as an action. The mark is invisible and undetectable except by magical means. You can only have one active mark at a time. The mark persists indefinitely until used.
Muffle
You dampen the sound of your movements or those of a creature you touch, making them nearly silent. For the duration, the target has advantage on Dexterity (Stealth) checks to move silently, and creatures that rely on hearing have disadvantage on Perception checks to detect them. The spell lasts for up to 1 hour or until the target makes a loud noise, such as casting a spell with verbal components or attacking.
Night Eye
You grant yourself or a willing creature you touch the ability to see in darkness. For the duration, the target gains darkvision out to a range of 60 feet. This darkvision allows them to see in dim light as if it were bright light and in darkness as if it were dim light. The target cannot discern color in darkness, only shades of gray. The spell lasts for 1 hour.
Open
Unlocks a door, chest, or other locked object. If the lock is mundane, it opens automatically. For magical locks, an Intelligence (Arcana) check is required against the spell save DC of the lock. This spell affects objects up to 10 feet wide.
Paralysis
You attempt to paralyze a creature within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on itself on a success. The spell lasts up to 1 minute with concentration.
Paralyze
You attempt to paralyze a creature within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on itself on a success. This spell can affect creatures of any size, and the paralysis lasts for up to 1 minute, requiring concentration to maintain. A paralyzed creature is incapacitated, cannot move or speak, and automatically fails Strength and Dexterity saving throws.
Poison Rune
You inscribe a rune of toxic energy on a solid surface within range, which stays dormant until triggered. When a creature moves within 5 feet of the rune, it explodes in a cloud of poisonous gas. The creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 poison damage and becomes poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. The rune lasts for up to 10 minutes or until triggered.
Rage
You fill a willing creature you touch with primal fury. For the duration, the target has advantage on Strength checks and Strength saving throws, gains a +2 bonus to melee weapon damage rolls, and has resistance to bludgeoning, piercing, and slashing damage. However, the target cannot cast spells while enraged. The rage lasts for 1 minute or until the target chooses to end it early.
Rally
You inspire bravery and courage in a creature within range. The target gains temporary hit points equal to 2d8 + your spellcasting modifier, and if the target is frightened or charmed, those effects are immediately ended. The creature also gains advantage on saving throws against fear for the duration. The spell lasts for 1 minute, or until the temporary hit points are lost.
Reanimate Corpse
You touch a corpse of a Medium or smaller humanoid or beast, reanimating it as a mindless undead servant under your control. The reanimated creature uses the stats of a zombie or skeleton (your choice), depending on its condition at death, and follows your verbal commands. The creature remains animated for 1 hour, until destroyed, or until you dismiss it as a bonus action. It cannot be revived again once this spell ends.
Recall
You instantly teleport to the location where you cast the Mark spell. You must have previously cast Mark to use this spell. Recall allows you and any objects you are carrying to instantly return to the marked location, regardless of distance. The spell fails if there is no active mark or if the mark is on another plane of existence.
Reflect Damage
You create a magical barrier around yourself or a willing creature within range that reflects a portion of the damage back to its attacker. For the duration, when the protected creature takes damage from a melee attack, the attacker takes half the damage that the protected creature receives. This spell lasts for up to 1 minute and requires concentration.
Reflect Spell
You create a shimmering barrier that reflects magical spells cast at you back at their source. For the duration of the spell, when a creature casts a spell that targets you, the spell is reflected back to the caster if it requires a ranged attack roll or targets only you. The reflected spell uses the original caster’s attack roll or spell save DC against them. The spell lasts for 1 minute or until it reflects 3 spells, whichever comes first.
Resist Disease
You touch a willing creature, granting it resistance to diseases for the duration. The creature has advantage on saving throws to resist diseases, and if it is already diseased, the effects of the disease are reduced while the spell lasts. The spell lasts for up to 1 hour and does not require concentration.
Resist Fire
You touch a willing creature, granting it resistance to fire damage for the duration. The creature has resistance to all fire-based effects, halving the damage it takes from any fire source. The spell lasts for up to 1 hour and does not require concentration.
Resist Frost
You touch a willing creature, granting it resistance to frost damage for the duration. The creature has resistance to all cold-based effects, halving the damage it takes from any frost or cold source. The spell lasts for up to 1 hour and does not require concentration.
Resist Magic
You touch a willing creature, granting it resistance to magical damage from all sources for the duration. The creature halves all damage it takes from magic, regardless of the type. The spell lasts for up to 1 hour and requires concentration.
Resist Poison
You touch a willing creature, granting it resistance to poison damage for the duration. The creature has resistance to all poison-based effects, halving the damage it takes from poison and gaining advantage on saving throws to resist being poisoned. The spell lasts for up to 1 hour and does not require concentration.
Resist Shock
You touch a willing creature, granting it resistance to lightning damage for the duration. The creature has resistance to all lightning-based effects, halving the damage it takes from any shock or lightning source. The spell lasts for up to 1 hour and does not require concentration.
Shock Cloak
You envelop yourself in crackling electricity. For the duration of the spell, any creature that starts its turn within 5 feet of you takes 2d8 lightning damage. The electrical charge causes metal objects within 5 feet of you to spark. The spell lasts for 1 minute and requires concentration.
Shock Rune
You inscribe a rune of electrical energy on a solid surface within range. The rune remains dormant until triggered. When a creature moves within 5 feet of the rune, it erupts in a surge of electricity. The creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 lightning damage, or half as much on a successful one. The rune lasts for up to 10 minutes or until triggered.
Silence
For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible inside the sphere. The spell lasts for up to 10 minutes and requires concentration.
Soul Trap
You bind a creature's soul to a vessel upon its death. When you cast this spell on a creature within range, if that creature dies within the next minute, its soul is trapped in a vessel of your choice (such as a gem). The soul remains in the vessel until released or consumed for magical purposes. This spell has no effect on creatures that are not living or do not have souls (such as constructs or undead).
Steadfast Ward
You create a magical barrier around yourself or a creature within 30 feet, granting a +4 bonus to AC and advantage on saving throws against spells. The ward lasts for 1 minute or until the protected creature is incapacitated. The barrier can be dropped as a free action.
Stoneflesh
Your skin becomes as tough as stone, granting you increased protection. Until the spell ends, your AC becomes 15 + your Dexterity modifier, if it isn’t already higher.
Summon Bear
You summon a bear from the wilderness to fight by your side. The bear appears in an unoccupied space within 30 feet and follows your verbal commands. The bear is a powerful melee combatant, using its claws and teeth to attack enemies. It remains for 1 hour, until destroyed, or until dismissed as a bonus action. The bear uses the stats of a brown bear.
Summon Bonewalker
You summon a Bonewalker, an undead creature bound by dark magic, into an unoccupied space within 30 feet. The Bonewalker is a skeletal creature capable of dealing necrotic damage and weakening enemies with its attacks. It follows your verbal commands and remains for 1 hour, until destroyed, or until dismissed as a bonus action. It uses the stats of a basic Bonewalker.
Summon Clannfear
You summon a Clannfear, a fierce and beast-like Daedra, into an unoccupied space within 30 feet. The Clannfear is known for its powerful physical attacks and speed. It follows your verbal commands and can charge into enemies with sharp claws and headbutts. The Clannfear remains for 1 hour, until destroyed, or until dismissed as a bonus action. It uses the stats of a basic Clannfear.
Magic Stone
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.

Wall of Nothing
You tear a jagged rift in space, calling forth a shimmering absence—a wall of pure Nothing. This wall appears as a straight barrier up to 60 feet long, 20 feet high, and 1 foot thick, or a ring with a 20-foot diameter. Any creature that attempts to pass through or ends its turn touching the wall must succeed on a Charisma saving throw or be partially unmade, taking 10d10 force damage and suffering disadvantage on Wisdom and Charisma checks until the end of their next turn. On a success, the creature takes half damage and resists the unraveling. Spells and magical effects that touch or cross the wall must succeed on a spellcasting ability check against your spell save DC or fizzle into nothingness. The wall is intangible, yet impenetrable—teleportation and ethereal travel cannot bypass it. Dispel Magic does not affect it. Only Wish, Antimagic Field, or the paradoxical embrace of another Wall of Nothing can end it prematurely.
Enemies Abound
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Incite greed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Antagonize
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Magic Aura
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical
Mind Whip
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Catnap
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for ten minutes. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Mischief
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. d4 Effect 1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
Psychic Lance
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Puppet
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Charm Monster
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Glowing Coin
When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Shadow Blade
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Id Insinuation
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Dissonant Whispers
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Distort Value
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. This lasts for 8 hours and the caster need not be present for it's duration. At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Ego Whip
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Pass Without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Ninja Deity Invisibility Art
The Ninja gains perfect, true invisibility out of nowhere that can last as long as they ninja wills it to. For the duration, the Ninja remains unseen and is absolutely silent .
Ninja Deity Magical Assault
The Ninja lets out a barrage magical glowing smoke that damage all hostile creatures in the area. All creatures who fail their Constitution Save will be Poisoned, Blinded, and Deafened.
Ninja Deity Meditative Healing
The Ninja takes a brief moment to masterfully enter a perfect trance state that gives them total control of their body and metabolism. This heals the Ninja for 20d10+10 HP, and removes all negative status conditions such as Poisoned, Frightened, Blinded, Deafened, etc. This ability has no visual and audio cues when used. The Ninja merely takes a meditative stance and all their wounds begin to instantly seal up. This ability's nature can let a Ninja easily fake death or hibernate for prolonged periods of time if desired.
Ninja Deity Storm
The Ninja Deity throws a salvo of homing shuriken that attack all hostile creatures of the Ninja's choosing in range.
Ninja Deity Vanish
The deity variant of the common Ninja Vanish Trick. As a bonus action, the Ninja may disappear in a puff of smoke and reappear anywhere in reality of their choosing.
Inverted Flame
The caster causes the target to burst into inverted flames. Inverted flames are a chaotic form of fire that burns and freezes at the same time.
Snowball
The caster hurls a snowball of magical ice at a single target. When the target is hit, they're damaged by the coldness and raw force of the snowball. Additionally, the snowball detonates and soaks the target in cold, wet magical water.
Kaio-ken
You channel a surge of ki, temporarily enhancing your physical abilities and senses. For a brief moment, your power, speed, and awareness are dramatically increased, allowing you to overcome stronger foes. However, this technique comes with a risk of severe bodily strain, and you must act quickly before the effects wear off.
Annoint Artifact
The caster touches a single object to convert it to a powerful artifact of note. The caster determines the artifacts properties upon creation.
Perfect Healing
This cantrip provides heals all HP and missing spell slots, it also removes all negative conditions and diseases.
Victory Beam
A radiant beam of pure victorious energy.
Corporate Curse
The caster channels their corporate energy to siphon the lifeforce from a hostile target.
Create Written Work
The caster creates a new written work in a format of their choice: Scroll, tome, tablet, pamphlet, comic book, etc. The caster determines what's written on it, but they're limited in only being able to create written works based on their own knowledge, consciousness, and unconsciousness.