Witch Spells, Continued

Hello, everyone! We’re creeping closer and closer to the full release of the witch class, so even though the eighth-level spells aren’t quite ready for public playtesting, I certainly can’t keep pushing back, so without further ado, here are all of the new witch spells for 6th and 7th levels, as well as one each of 5th and 8th level.

5th-Level Spells

Guardian Hearth

5th-Level Enchantment

Casting time: 1 action

Range: self

Components: V, S

Duration: Concentration, up to 1 minute.

You exude an aura of protectiveness which manifests as the gentle glow of a well-kept fire. For the duration of the spell, you emit bright light in a 20 foot radius. When a creature friendly to you takes damage within this light, you or one other creature friendly to you within the light may use a reaction to move up to their speed towards the damaged creature. A creature who ends this movement within 5 feet of the damaged creature gains a bonus to their hit points equal to your spellcasting ability modifier until the start of their next turn.

6th-Level Spells

Amber Salve

6th-Level Transmutation

Casting time: 1 hour

Range: self

Components: V, S, M (a flask of honey which the spell consumes, a piece of amber worth at least 100 gp)

Duration: instantaneous

You imbue a flask of honey with arcane energies, transforming it into a thick orange paste. This balm can be applied to a creature’s injuries over 1 minute, giving the creature the benefits of a long rest. A creature cannot benefit from an application of amber salve again until they complete a long rest.

The balm loses most of its magical potency after 24 hours. If applied after this time, the balm instead restores a number of hit points equal to 5d8 + your spellcasting ability modifier.

Arcane Aspect

6th-Level Enchantment

Casting time: 10 minutes

Range: 30 feet.

Components: V, S, M (A sunstone worth at least 500 gp, which the spell consumes)

Duration: 1 hour.

You entangle your ties to arcane magic with those of another creature of your choice, who must remain within range of the spell for the entirety of its casting time. For the duration of the spell, you may cast spells that the target knows and has prepared using your own spell slots. The target may cast spells that you know and have prepared using their spell slots. When casting spells in this way, you and the target each use your respective spellcasting ability modifiers, regardless of the other creature’s typical spellcasting ability.

Comet Sickle

6th-Level Conjuration

Casting time: 1 action

Range: self

Components: M (A vial of runoff water from a mountaintop)

Duration: 8 hours.

You conjure an elegant sickle made of blue ice which leaves a glowing trail as it moves with unearthly speed. For the duration of the spell, while you wield this sickle, your base speed increases by 10 feet. When you hit a creature with an attack using this sickle, you deal an additional 1d10 radiant and 1d10 cold damage, or half as much damage on a miss.

When the spell’s duration ends, the comet sickle melts into enough fresh spring water to sustain a creature for a day.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d10 for each slot level above 6th.

Conflicting Fog

6th-Level Enchantment

Casting time: 1 action

Range: 120 feet.

Components: V, S, M (A knot of barbed wire)

Duration: Concentration, up to 1 minute.

You create a hazy cloud of malevolent spirits in a 20-foot-radius sphere centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. Creatures within the cloud see other creatures within it as jeering, twisted forms. All creatures in the cloud are considered enemies to one another. Whenever a creature in the cloud chooses another creature as a target, it must choose the target at random from among the creatures it can see within the cloud. If an enemy provokes an opportunity attack from a creature within the cloud, the creature must make that attack if it is able to.

The cloud dissipates at the end of this spell or if a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Grey Asphodel

6th-Level Necromancy

Casting time: 1 action

Range: touch

Components: V, S

Duration: 1 hour.

An asphodel flower blooms on a creature you touch, drawing strength from spirits fleeing to the next life. For the duration of the spell, the target has advantage on death saving throws. Whenever a creature with a Challenge Rating of 1 or higher within 15 feet of the target dies, the target heals 2d10 hit points.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d10 for each slot level above 6th.

7th-Level Spells

Baba Yaga’s Walking Hut

7th-Level Transmutation

Casting time: 10 minutes

Range: 300 feet

Components: V, S, M (a gilded wishbone worth at least 100 gp)

Duration: 24 hours

You inscribe a glyph on a building no larger than a 20-foot cube. When you finish casting this spell, a chunk of the earth supporting the hut sprouts legs, and the entire building becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you may mentally command the hut if it is within 500 feet of you. You decide what action the hut will take and where it will move during its next turn, or you can issue a general command, such as to travel to a specific destination. If you issue no commands, the hut only defends itself against hostile creatures. Once given an order, the hut continues to follow it until its task is complete.

When the hut drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original form.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the hut gains 50 temporary hit points for each slot level above 7th.

Grave Warning

7th-Level Evocation(ritual)

Casting time: 10 minutes

Range: touch

Components: V, S, M (A personal belonging of the target)

Duration: 10 days

You dictate a curse upon a creature within range of the spell – each time they perform an action of your choosing, this curse activates. You describe that action when you cast the spell. For example, you might stipulate that if the target speaks your name, they become Reviled. When you cast this spell, you can choose the nature of the curse from the following options:

Ill Fortune. For the next 10 minutes, the target has disadvantage on ability checks, saving throws, and attack rolls. The target must make a dexterity saving throw at the end of each of its turns or fall prone.

Frailty. For the next 10 minutes, the target becomes vulnerable to all types of damage. If the target is immune to a damage type, it is instead resistant to that type of damage.

Veraciousness. For the next 10 minutes, the target is magically compelled to answer any question asked of it or take 12d6 psychic damage. If it answers, it cannot lie.

Reviled. For the next 24 hours, the target is detested by even its closest friends and allies. The target automatically fails any Charisma check it would attempt. If the target would provoke an opportunity attack from a creature, the creature must make that attack if it is able to.

At your GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has the final say on such a curse’s effect.

If this spell ends and the circumstances you have described have not occurred, you may immediately expend another 7th-level spell slot to renew its duration, regardless of your current distance to the target.

As an action, you may choose to end this spell. This spell immediately ends if you die, are no longer on the same plane of existence as the target, or you cast Grave Warning on a new target.

Masking Nebula

7th-Level Illusion

Casting time: 1 action

Range: 100 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a 20-foot radius sphere of multicolored gas centered on a point you choose within range. For the duration of this spell, creatures friendly to you starting their turn in that cloud become invisible until the spell ends. Whenever an invisible creature in the cloud is missed by an attack, they may teleport up to 15 feet in any direction.

Radiant Breath

7th-Level Evocation

Casting time: 1 action

Range: self

Components: V, S

Duration: instantaneous

You exhale blinding light in a 60-foot cone. Each creature in the cone must make a Constitution saving throw. A creature takes 8d8 radiant damage on a failed save and is blinded for the next minute. A creature takes half as much damage on a successful saving throw and is not blinded. A creature blinded by this spell can repeat this saving throw as an action on their turn.

At Higher Levels.  When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Fury Blossom

7th-Level Transmutation

Casting time: 1 action

Range: self

Components: V, S, M (A bag of yarrow seed)

Duration: instantaneous

You produce a bouquet of up to ten bunches of fiery red yarrow. A creature can eat the leaves of a bunch as an action to induce a warrior’s fugue. For the next minute, that creature cannot cast spells. Its melee attacks are made at advantage, and if they hit, they deal additional damage equal to your spellcasting ability modifier. If that creature would be reduced to 0 hit points by an attack, they can instead choose to take a level of exhaustion to remain at 1 hit point.

The yarrow loses its potency if it has not been consumed within 1 hour of casting this spell.

8th-Level Spells

Phoenix Tea

8th-Level Transmutation

Casting time: 1 hour

Range: self

Components: V, S, M (sage flowers and a ruby worth at least 100 GP)

Duration:

Channeling your arcane abilities, you brew a spicy tea which can serve up to 5 creatures. A creature who drinks this tea as an action is imbued with a forceful energy. For the next hour, any weapon attack they make deals fire damage instead of the weapon’s normal damage type.

As a bonus action, a creature under the effects of the tea can end this effect. If they do so, a fireball is cast as a 3rd-level spell centered on the creature, using your Spell Save DC. The creature and any others under the effects of phoenix tea are immune to this fireball’s damage.

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