Witch Spells

Hello, everyone! As I mentioned in the last post, here are the 50 new spells for the witch class.

Diamond Dust

Conjuration Cantrip

Casting time: 1 action

Range: Self

Components: V, S, M (a smooth marble)

Duration: Concentration, up to 1 round

You clench your fist around a marble, stirring a flurry of glass powder around you. For the duration of the spell, when a creature enters or starts its turn in a space within 5 feet of you, it takes 1d6 slashing damage. The creature can’t benefit from being invisible after taking damage in this way for the duration of the spell.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Hesitance

Enchantment Cantrip

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature that you can see within range. You speak a rhyming incantation which resonates with that creature, chilling them to their core. That creature must succeed on a wisdom saving throw, or until the start of your next turn, that creature’s speed is halved and it takes a penalty to its attack rolls and ability checks equal to your spellcasting modifier. This spell has no effect on creatures immune to being frightened or creatures that cannot hear you.

The number of creatures you can affect with this spell increases when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.

Invigoration

Necromancy Cantrip

Casting time: 1 bonus action

Range: 30 feet

Components: S

Duration: Instantaneous

You manifest the confidence and vigor a creature feels into true vitality. Choose a creature within range which has temporary hit points. That creature may expend any number of its temporary hit points to regain that number of hit points.

Potent Brew

Transmutation Cantrip

Casting time: 1 reaction

Range: 30 feet

Components: V, S

Duration: Instantaneous

You infuse a potion with an additional spark of magical energy as it is imbibed. When a creature within range drinks a potion, you may give that creature your choice of one of the following magical effects.

  • Once before the end of its next turn, that creature can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw.
  • That creature’s speed increases by 10 feet until the end of its turn.
  • That creature gains resistance to a damage type of your choice until the end of your next turn.

Twist Fate

Divination Cantrip

Casting time: 1 action

Range: Self

Components: V, S, M (a pair of shears and a purple thread)

Duration: Concentration, up to 1 hour

You pluck at the threads of fate, subtly changing a creature’s destiny. When you cast this spell, roll a d20 and record the number rolled. You may end your concentration on this spell to replace the number rolled on an attack roll, saving throw, or ability check made by you or a creature within 30 feet of you.

Inkblot

1st level Transmutation

Casting time: 1 action

Range: 120 feet

Components: V, S, M (A full inkwell worth at least 10 gp)

Duration: Concentration, up to 1 minute

A 20-foot-radius sphere centered on a point you choose within range becomes a puddle of viscous black ink for the duration of the spell. Any creature which speaks or casts a spell with a verbal component in this area must make a Wisdom saving throw. On a failed save, a creature takes 3d6 poison damage and begins to cough up black ink. The creature can’t speak or cast spells with a verbal component until the start of its next turn. On a successful save, the creature takes half damage but does not cough up ink.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Orchid’s Blessing

1st level Illusion

Casting time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You cause a deep purple orchid to bloom on a creature you touch, imbuing them with improved fortunes. For the duration of the spell, when the creature makes a weapon attack, they score a critical hit on a roll of 19 or 20.

If the creature rolls a 1 on a weapon attack roll, the orchid wilts. They can reroll the die and must use the new roll, and the spell immediately ends.

Pacify

1st level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

You begin to weave words of arcane power into a hypnotic poem, sapping a creature within range of its violent urges. The target must succeed on a Wisdom saving throw or be enthralled by your words for the duration. While enthralled, the creature cannot take any actions, reactions, or bonus actions which would require it to make an attack roll.

The creature may repeat this saving throw at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may select one additional target for each slot level above 1st. If one target affected by the spell succeeds on its saving throw, the spell ends for all creatures affected by it.

Sapphire Helm

1st level Conjuration

Casting time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You create a mask of sapphire around your face which magnifies your vision immensely. For the duration of the spell, when you cast a spell that has a range of 5 feet or greater, the range of that spell increases by 10 feet times your spellcasting modifier (minimum 10 feet). Additionally, you have advantage on any Wisdom (Perception) checks which rely on sight.

Starfield Veil

1st level Conjuration

Casting time: 1 action

Range: 30 feet

Components: V, S, M (a polished hand mirror)

Duration: Concentration, up to 1 minute

You create a curtain of starlit darkness within range. You can make this curtain up to 60 feet long, 20 feet high, and 1 foot thick. The curtain is opaque and lasts for the spell’s duration. When the curtain appears, each creature within its area must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. When a creature enters the spell’s area or starts its turn there, they take 3d6 cold damage, and their speed is halved until the end of their turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Aurora Passage

2nd level Illusion

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Glowing tendrils of multicolored light wrap around a creature within range. That creature must make a Wisdom saving throw. On a failed save, you may target an additional creature with this spell within 30 feet of the previous target, repeating this process until a creature succeeds on this Wisdom saving throw.

For the duration of the spell, each creature which failed this saving throw becomes vulnerable to radiant damage and emits bright light in a 5-foot radius. A creature friendly to you within this light may use a bonus action to teleport into another space illuminated by this spell.

Coven of Unity

2nd level Evocation

Casting time: 10 minutes

Range: 30 feet

Components: V, S, M

Duration: Concentration, up to 1 hour

You bond up to two willing creatures of your choice within range, allowing them to utilize your arcane power for their own spells.

Until the spell ends, when the targets cast a spell of 1st level, they may use one of your 1st level spell slots instead of their own. If they do so, they gain temporary hit points equal to your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the allies you have chosen can use your spell slots 1 level greater for each slot level above 2nd, and they gain 1d6 additional temporary hit points for each slot level above 2nd.

Lodestone

2nd level Transmutation

Casting time: 1 action

Range: 60 feet

Components: V, S, M (a jar of iron filings)

Duration: 1 minute

You enchant a creature’s extremities to become incredibly heavy, slowing them to a crawl. A creature of your choice within range must succeed on a Strength saving throw or have its speed reduced to 10 feet for the duration on a failed save. If the creature is prone, it cannot stand until the spell’s effect ends. If the creature’s speed was already below 10 feet, this spell has no effect.

A creature affected by this spell can make another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Mad Miasma

2nd level Enchantment

Casting time: 1 action

Range: 50 feet

Components: V, S

Duration: Concentration, up to 1 minute

A 10-foot-radius sphere centered on a point you choose within range seems to emanate a nauseating energy as the ground seems to contort and roil. Any creature which enters this area or starts its turn in it must make a Constitution saving throw. On a failed save, a creature takes 2d12 psychic damage and must move at least 5 feet on its next turn. On a successful save, the creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Wilt

2nd level Necromancy

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You enfeeble a creature of your choice within range with necrotic magic. Make a ranged spell attack against the target. On a hit, the target takes 3d10 necrotic damage, and cannot regain any hit points until the start of your next turn.

If the target is a plant, they take an additional 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Ceaseless Babbling

3rd level Enchantment

Casting time: 1 action

Range: 20 feet

Components: V, S

Duration: Concentration, up to 1 minute

You recite an incantation which magically compels a creature of your choice within range to continually talk, unable to contain themselves. A creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature cannot take any bonus actions for the duration of the spell. If the creature knowingly tells a lie, they take 4d6 psychic damage, and automatically fail any Deception checks they attempt. A creature affected by this spell can be evasive in its answers as long as it remains within the boundaries of the truth.

Creatures without a spoken language are unaffected by this spell. A creature can repeat this saving throw at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Dampening Field

3rd-Level Abjuration

Casting time: 1 action

Range: self

Components: V, M (A small charm made of wrought iron)

Duration: Concentration, up to1 hour

A 30-foot radius sphere around you seems to become more drab in color, and magical energy loses its potency in this area. A creature can’t cast a cantrip within this area. When a creature casts a spell in this area, they must expend a spell slot 1 level higher than normal.

For example, a fireball cast at 3rd level by a creature in this area must be cast using a spell slot of 4th level. This fireball would still be considered to be cast at 3rd level, meaning that it would not benefit from the additional damage from casting the spell at higher levels, unless the caster used a spell slot of a greater level than 4th.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell slot expended must be at least 2 levels higher than normal.

Guardian Pillar

3rd-Level Transmutation

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to10 minutes

A cairn assembles at a point you can see within range, occupying a 5-foot radius, 10-foot-high cylinder, glowing faintly with arcane runes. While this cairn stands, creatures friendly to you within 25 feet of the cairn gain a bonus to their AC equal to your spellcasting ability modifier.

The cairn can be damaged or destroyed. It has AC 15 and 30 Hit Points and is immune to psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cairn has an additional 15 Hit Points for each slot level above 3rd.

Holly Crown

3rd-Level Transmutation

Casting time: 10 minutes

Range: self

Components: V, M (Holly berries)

Duration: 1 hour

You speak words of power, causing holly berries to grow into flexible branches which you weave into a wreath. A creature wearing this wreath on their head gains resistance to cold damage, and when expending hit dice during a short rest may choose to use the maximum value of their hit dice instead of rolling for hit points restored. When this spell ends, the crown falls apart, blowing away in a cold breeze.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can produce another holly crown for each slot level above 3rd.

Rallying Song

3rd-Level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute

You recite a hymn to battle, calling to arms all who can hear you against a creature you choose within range. For the duration of the spell, each time a creature hits the target with an attack, they regain a number of hit points equal to 1d8 + your spellcasting ability modifier.

The spell ends if the targeted creature dies or does not make an attack or cast a spell requiring a saving throw on its turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.

Fearsome Dirge

4th-Level Enchantment

Casting time: 1 bonus action

Range: self

Components: V

Duration: Concentration, up to 1 round.

You stir your allies to fight with renewed aggression with magically crafted words, disheartening your foes. Until the end of your next turn, when you or a creature friendly to you within 30 feet of you misses with a melee weapon attack, you deal 1d6 psychic damage to the target. A creature can only deal this damage once per turn.

While you are concentrating on this spell, you may use your bonus action to extend its duration by 1 round.

Leeching Sprouts

4th-Level Conjuration

Casting time: 1 action

Range: 30 feet

Components: V, M (A pouch of grass seed)

Duration: Concentration, up to 1 minute.

You scatter seeds at the feet of a creature within range, which burst into entangling sprouts which sap a creature’s strength. The creature must succeed on a Strength saving throw or be restrained by the sprouts until the spell ends. At the start of each of the creature’s turns, it takes 2d10 acid damage, and you regain hit points equal to half the amount of acid damage dealt. A creature can use its action to repeat this saving throw on its turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Obsidian Shield

4th-Level Conjuration

Casting time: 1 action

Range: self

Components: M (A knife of volcanic glass)

Duration: 8 hours.

You produce a round shield made of black volcanic glass with a razor-sharp edge. For the duration of the spell, this shield functions as a normal shield. If you are not already proficient with a shield, you are proficient with this shield for the duration of the spell. When you are hit with a melee weapon attack while wielding this shield, you may use your reaction to deal 2d10 slashing damage to the creature which made the attack.

When the spell’s duration ends, the obsidian shield cracks and disintegrates into dust.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d10 for each slot level above 4th.

Rotting Veil

4th-Level Necromancy

Casting time: 1 bonus action

Range: self

Components: V

Duration: 1 minute.

A gossamer veil appears, covering your face, and you begin to project an aura of unease and nausea. Creatures starting their turn within 15 feet of you gain vulnerability to necrotic and poison damage and cannot recover hit points until the start of their next turn.

Solar Flare

4th-Level Illusion

Casting time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

With a snap of your fingers, a miniature sunburst erupts at a point you can see within range. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target takes 4d6 radiant damage and 4d6 fire damage and is blinded until the end of your next turn.  On a successful save, a target takes half damage and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere created by this spell increases by 5 feet for each slot level above 4th.

Charm of Daftness

5th-Level Enchantment

Casting time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute.

You speak paradoxical statements using words of arcane power, clouding a creature’s mind with self-conflicting information. Choose a creature within range who can hear you and shares at least one language with you. That target must succeed on an Intelligence saving throw or be charmed by you for the duration of the spell. While charmed in this way, at the start of each of its turns, the target takes psychic damage equal to your spellcasting ability modifier. It makes any Intelligence, Wisdom, or Charisma saving throws and ability checks at disadvantage.

Geode Bomb

5th-Level Conjuration

Casting time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

You create and hurl a large explosive geode at a point you choose within range, which explodes in iridescent crystal shrapnel. Each creature in a 25-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 radiant damage and 5d6 piercing damage and is knocked prone on a failed save, or takes half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant and piercing damage each increase by 1d6 for each slot level above 5th.

Overgrowth Titan

5th-Level Transmutation

Casting time: 1 action

Range: self

Components: V, S

Duration: 10 minutes.

Kudzu vines erupt from the ground and envelop you, shielding you from physical harm and forming a hulking figure of vines. For the duration of the spell, you gain the following benefits:

Your size becomes Huge, and you gain resistance to all damage types except fire and psychic. You do not take any damage while in this form.

As an action, you may make a melee spell attack with a reach of 15 feet. If this attack hits, you deal 2d12 + your spellcasting ability modifier bludgeoning damage.

You have advantage on all strength ability checks.

The spell ends when you would take a total of 50 damage in this form or when 10 minutes have passed.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage you can take in this form increases by 10 for each slot level above 5th.

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.

Wall of Stars

5th-Level Evocation

Casting time: 1 action

Range: 120 feet

Components: V, S, M (Powdered glass suspended in a spiderweb)

Duration: 1 minute.

You create a translucent wall of gossamer blackness dotted with starlight at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 1 foot thick. The wall does not block line of sight, but everything seen through the wall is lightly obscured and has half cover. If a creature passes through the wall, their movement immediately ends and their speed becomes 0 until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the wall you create increases by 10 feet for each slot level above 5th.

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 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.

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.

Bound Effigy

8th-Level Necromancy(Ritual)

Casting time: 1 action

Range: touch

Components: V, S, M (A porcelain doll)

Duration: 24 hours.

You create an effigy in the likeness of a creature you touch. The target must make a Charisma saving throw. On a failure, the effigy is bound to the target. If you cast a spell with a range of touch on the effigy, the target is affected by the spell, regardless of its distance from you.

The effigy can be targeted with weapon or spell attacks, for which the effigy has an Armor Class of 10. The target takes half of the damage dealt by the attack, though it does not receive any further effects from the attack.

You may create only one Bound Effigy at a time. If you cast this spell again while another Bound Effigy exists, the previous one becomes inert and its spell ends.

Midnight Storm

8th-Level Evocation

Casting time: 1 action

Range: 100 feet

Components: V, S

Duration: 1 minute.

A turbulent black storm appears centered on a point you choose within range. Each creature in a 20 foot radius sphere centered on that point must make a Constitution saving throw. A target takes 8d12 cold damage and is pushed 20 feet in a random direction on a failed save or takes half as much damage on a successful one. If a creature enters the storm or starts its turn there, it takes 4d12 cold damage and its speed is halved until the end of its next turn.

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: Instantaneous

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.

The tea loses its potency if it is not consumed within 1 hour of its creation.

Planar Bond

8th-Level Conjuration(Ritual)

Casting time: 1 action

Range: 30 feet.

Components: V, S, M (a spool of twine woven with chrysanthemum blossoms)

Duration: 1 hour

You forge a magical chain which invisibly bonds up to eight willing creatures of your choice within range for the duration of the spell. Until the spell ends, any of the spell’s targets may expend all of their movement on their turn to teleport to a point within 5 feet of another of the targets. This teleportation can occur over any distance, including other planes of existence.

Shatterbone

8th-Level Transmutation

Casting time: 1 action

Range: 60 feet.

Components: V, S

Duration: Concentration, up to 1 minute

You create a wave of strange energy which transforms up to 5 creatures’ bones within range into a brittle crystal. Each target must make a Constitution saving throw. On a failed save, it becomes vulnerable to bludgeoning, piercing, and slashing damage for the duration of the spell, and has disadvantage on all Constitution saving throws and ability checks. A target who succeeds on this saving throw becomes vulnerable to bludgeoning, piercing, and slashing damage until the end of your next turn.

Diamond Skin

9th-Level Transmutation

Casting time: 1 action

Range: self

Components: V, S, M (A diamond worth at least 2000 GP)

Duration: 8 hours

Your skin transforms into a solid diamond lattice. For the duration of the spell, your base Armor Class becomes 20, you become immune to radiant damage, and you become proficient in all saving throws. Additionally, whenever you fail a saving throw, you may use your reaction to expend a spell slot of 1st level or higher to succeed instead.

Nullification

9th-Level Abjuration

Casting time: 1 minute

Range: touch

Components: V, S

Duration: Concentration, up to 24 hours

Placing your hands upon the head and heart of a creature, you sever their connection to any magical abilities. For the duration of the spell, the creature cannot attune to any magical items or cast any spells it knows.

If the target is conscious while this spell is being cast, it is stunned. On each of its turns, it may attempt a saving throw using its spellcasting ability modifier to resist this effect. On a success, you fail to cast the spell but still expend the spell slot used, and are stunned until the end of your next turn.

If you maintain concentration for the entirety of the spell’s duration, when the spell would end, you may choose to make the spell permanent. If you do so, a nullified creature can only have its magical abilities restored by means of a greater restoration spell.

Old Growth Forest

9th-Level Conjuration

Casting time: 1 hour

Range: self

Components: V, S, M (a bag of acorns, a vial of spring water, and a large bag of thyme)

Duration: until dispelled

You weave ancient magic with vitality and potential for growth, causing a dense forest of fully-grown trees covered in iridescent runes to grow within a 1-mile radius of where you cast this spell. These trees grow densely as though a part of a forest that has not seen outside interference for centuries. They do not grow through or interfere with artificial structures, including roads made of stone or similarly resilient materials when the spell is complete.

All beasts within the forest are affected by this spell’s magic as well – each beast within the forest is considered to be under the effects of either an Enlarge/Reduce spell or an Awaken spell(GM’s choice). If the beast spends 24 hours or more within the forest, this effect becomes permanent. Otherwise, the effect ends when the beast leaves the forest.

While inside the forest, magical effects are bolstered. Whenever a creature inside the forest casts a spell of 1st level or higher, they heal a number of hit points equal to 5 x the level of the spell slot expended to cast the spell. Additionally, a creature capable of casting spells may expend a spell slot as an action to teleport 30 feet times the level of the spell slot expended.

Whenever a creature expends a hit die in the forest, they may choose to treat the hit die as having rolled its maximum result.

You may dismiss the spell by spending a minute in uninterrupted meditation, at which point the trees’ leaves fall and blow away on the wind and their trunks vanish in the flurry of leaves. If you do not dismiss the spell within 24 hours of casting it, the spell’s effects become permanent. The forest may continue to grow naturally over time if the surrounding land and climate are suitable, but only the initial area of effect has the magical effects described in this spell.

You may create only one Old Growth Forest at a time. If you cast this spell again while another Old Growth Forest exists, the previous Old Growth Forest loses its magical effects, though its trees remain.

Singularity

9th-Level Abjuration

Casting time: 1 action

Range: 120 feet

Components: V, S, M (An obsidian sphere)

Duration: Concentration, up to 1 minute

You create an intense gravity well centered at a point you can see within range. For the duration of the spell, a creature starting its turn within a 90 foot radius of the center of the gravity well must succeed on a Strength saving throw or be pulled 30 feet towards the center, or half as much on a successful one. If the creature is pulled within 30 feet of the gravity well’s center, it takes 9d12 bludgeoning damage and falls prone.

If a creature makes a ranged attack whose line of sight passes through the gravity well, it is made at disadvantage.

Tranquility

9th-Level Enchantment

Casting time: 1 minute

Range: self

Components: V, S

Duration: Concentration, up to 1 hour Arcane sigils begin to glow in a calming pattern in the air within 60 feet of you. For the duration of the spell, if a creature within 120 feet of you makes a weapon attack or casts a spell which deals damage or requires a target to make a saving throw, that creature is teleported to a safe point that you choose 120 feet away from you and takes 1 level of exhaustion.

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