Spells: Evocation

 

Blast Spell


This group of spells sends out a streak of energy from yourself to a target point. That target point then explodes in energy.

 

Wind Burst (Wind)

2nd Level Spell
Casting Time: 1 action
Range: 250 ft.
Duration: Instantaneous

Your extended palm causes wind to burst out from a point distant from you. Each creature in a 15-foot-radius sphere centered on your chosen point must make a Strength saving throw. A target takes 2d6 Bludgeoning (Wood) damage on a failed save and is pushed away from the center point 10 feet. On a successful save the creature takes half the damage.

At Higher Levels: Increase the damage by 1d6 and the push distance by 5 feet per slot level above 2nd.

 

Fireball (Flame)

2nd Level Spell
Casting Time: 1 action
Range: 150 ft.
Duration: Instantaneous

You launch a small ball of fire at a point away from you which then explodes into a huge burst of flame. Each creature in a 20-foot-radius sphere centered on your chosen point must make a Dexterity saving throw. A target takes 6d6 burn (fire) damage on a failed save, or takes half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite into flame.

At Higher Levels: Increase the damage by 2d6 per slot level above 2nd.

 

Fireblast (Flame)

5th Level Spell
Casting Time: 1 action
Range: 150 ft.
Duration: Instantaneous

A streak of flame arcs away from your finger tip to a point away from you which then explodes into an enormous burst of flame. Each creature in a 30-foot-radius sphere centered on your chosen point must make a Dexterity saving throw. A target takes 9d6 burn (fire) damage on a failed save, or takes half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite into flame.

At Higher Levels: Increase the damage by 2d6 per slot level above 5th.

 

Delayed Blast Fireball (Flame)


7th Level Spell
Casting Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute

A sparkling flame forms in your hand and is extended outward to a point within range. When the spell ends, either because your concentration is broken or because you decide to end it, the flame blossoms with a low roar into a 20-foot-radius sphere explosion that spreads around corners.

Each creature in an area centered on that point must make a Dexterity saving throw. A creature takes damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell starts with a base 12d6 burn (fire) damage. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6 burn (fire) damage.

If the flame is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the flame to erupt.

At Higher Levels: Increase the base damage by 2d6 per slot level above 7th.

 

Sunburst (Light)


7th Level Spell
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous

Brilliant sunlight flashes in a 60-foot-radius sphere on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 10d6 burn (fire) damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell.

A creature blinded by this spell makes another saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area.

At Higher Levels: Increase damage by 3d6 per slot level above 7th.

 

Ball Lightning (Nimbus)

2nd Level Spell
Casting Time: 1 action
Range: 250 ft.
Duration: Instantaneous

Electricity arcs from your outstretched finger to a point away from you, exploding into lightning once it reaches your selected area. Each creature in a 30-foot-radius sphere centered on your chosen point must make a Dexterity saving throw. A target takes 4d8 Lightning (Metal) damage on a failed save, or takes half as much damage on a successful one. If you are outdoors in stormy conditions when you cast this spell the spell’s damage increases by 1d10.

At Higher Levels: Increase the damage by 1d8 per slot level above 2nd.

 

Blinding Strike


This family of spells cause the target to be blinded when struck with a weapon attack.

 

Flashing Blade (Light)

3rd Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 burn (fire) damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

 

Sand Strike (Sand)

3rd Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, your weapon whips up sand, and the attack deals an extra 2d10 slashing (earth) damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

 

Bursting Strike


This family of spells cause the target to take extra damage when struck with a weapon attack.

 

Searing Strike (Flame)

1st Level Spell
Range: Self.
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 burn (fire) damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 burn (fire) damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

 

Lightning Blade (Nimbus)

2nd Level Spell
Range: Self.
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon charges with electricity, and the attack deals an extra 2d8 lightning (metal) damage to the target and causes the target to convulse. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 lightning (metal) damage and makes its attack rolls at disadvantage for the round. On a successful save, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot level above 1st.

 

Cone Spell


This family of spells causes energy to burst away from you in a cone.

 

Burning Hands (Flame)

1st Level Spell
Casting Time: 1 action
Range: (Self) 15 foot cone.
Duration: Instantaneous

You hold your hand out towards your target causing flame to shoot out from it in a thread. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 3d6 burn (fire) damage on a failed save, or half as much damage on a successful one. Anything that is flammable within the area catches on fire.

At Higher Levels: Increase damage by 2d6 per slot level above 1st.

 

Brick Barrage (Clay)

1st Level Spell
Casting Time: 1 action
Range: (Self) 30 foot cone.
Duration: Instantaneous

Pieces of brick rain down in the area, pummelling all within. Each creature within the area must make a Dexterity saving throw. On failure, target takes 2d8 Bludgeoning (Fire) damage, or half as much on a successful one.

At Higher Levels: Increase damage by 1d8 per slot level above 1st.

 

Stone Shower (Rock)

1st Level Spell
Casting Time: 1 action
Range: (Self) 20 foot cone.
Duration: Instantaneous

Tiny rocks rain down in the area bludgeoning each target. Each creature within the area must make a Dexterity saving throw. On failure, target takes 2d8 Bludgeoning (Earth) damage, or half as much on a successful one.

At Higher Levels: Increase damage by 1d8 per slot level above 1st.

 

Rain of Daggers (Steel)

1st Level Spell
Casting Time: 1 action
Range: (Self) 15 foot cone.
Duration: Instantaneous

Daggers fly out from your outstretched hand. Each creature within the area must make a Dexterity saving throw. On failure, target takes 3d6 Piercing (Metal) damage, or half as much on a successful one.

At Higher Levels: Increase damage by 2d6 per slot level above 1st.

 

Lightning Burst (Nimbus)

1st Level Spell
Casting Time: 1 action
Range: (Self) 20 foot cone.
Duration: Instantaneous

Lightning bursts out in front of you. Each creature in a 20 foot cone must make a Dexterity saving throw. A creature takes 2d8 Lightning (Metal) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: Increase damage by 1d8 per slot level above 1st.

 

Cone of Cold (Ice)

1st Level Spell
Casting Time: 1 action
Range: (Self) 30 foot cone.
Duration: Instantaneous

You take a deep breath then breath it out in a strong gust of chilling air. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 2d8 Cold (Water) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: Increase damage by 1d8 per slot level above 1st.

 

Line Spell


A family of spells that causes an elemental attack to emanate in a line from the caster

 

Rolling Fire (Flame)

3rd Level Spell
Casting Time: 1 action
Range: Self (50-foot line, 5 feet wide)
Duration: Instantaneous

Fire rises from the ground and begins rolling out in a line blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 burn (fire) damage on a failed save, or half as much damage on a successful one.

The fire ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels: Increase damage by 1d8 per slot level above 3rd.

 

Sunbeam (Light)

5th Level Spell
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 60-foot-long 5-feet-wide line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 4d10 burn (fire) damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant light shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

At Higher Levels: Increase damage by 1d10 per slot level above 5th.

 

Lightning Bolt (Nimbus)

3rd Level Spell
Casting Time: 1 action
Range: Self (100-foot line, 5 feet wide)
Duration: Instantaneous

A stroke of lightning blasts out from your outstretched hand in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning (metal) 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.

At Higher Levels: Increase damage by 2d6 per slot level above 3rd.

 

Tidal Wave (Fluid)

5th Level Spell
Casting Time: 1 action
Range: Self (50 feet long, up to 10 feet wide, and up to 20 feet tall)
Duration: Instantaneous

You conjure up a wave of water that crashes down on in a 50 feet long, up to 10 feet wide, and up to 20 feet tall area within range in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 bludgeoning (water) damage on a failed save, or half as much damage on a successful one.

Each creature that failed its saving throw is also knocked prone. On a success, a creature isn’t knocked prone and pushed away 10 feet. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

At Higher Levels: Increase damage by 2d8 per slot level above 3rd.

 

Pushing Strike


This family of spells cause the target to be pushed away when struck with a weapon attack.

 

Howling Strike (Wind)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, your attack bursts with wind, and the attack deals an extra 2d6 bludgeoning (wood) damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 20 feet away from you.

 

Sand Impact (Sand)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, your attack is surrounded by sand which whips up and pushes at the target at the point of impact. The attack deals an extra 2d6 bludgeoning (earth) damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

 

Thunderous Smite (Nimbus)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 lightning (metal) damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you.

 

Buffeting Water (Fluid)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, your attack is enveloped by water which pushes at the target at the point of impact. The attack deals an extra 2d6 bludgeoning (water) damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

 

Restraining Strike


This family of spells cause the target to be bound in place when struck with a weapon attack.

 

Ensnaring Strike (Plant)

1st Level Spell
Casting Time: 1 bonus action
Target: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, vines appear at the impact point and quickly find their way to the ground binding the target to their location. The target must succeed on a Dexterity saving throw or be restrained by it until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the magic dissipates.

While restrained by this spell, the target takes 1d6 Piercing (Wood) damage at the start of each of its turns. A creature restrained or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

 

Freezing Strike (Ice)

1st Level Spell
Casting Time: 1 bonus action
Target: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, ice appear at the impact point and begins to freeze the target to the ground. The target must succeed on a Strength saving throw or be restrained by it until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the magic dissipates.

While restrained by this spell, the target takes 1d6 Cold (Water) damage at the start of each of its turns. A creature restrained or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

 

Skyfall Spell


 

Rockslide (Rock)

4th Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous

Rocks form above and begin falling in a 15-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d10 bludgeoning (earth) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: Increase bludgeoning damage by 2d10 per slot level above 4th.

 

Daggerfall (Forge)

4th Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous

Above the spell area forms hundreds of sharp pieces of metal that fall down at great speeds in a 10-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 slashing (metal) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: Increase slashing damage by 3d8 per slot level above 4th.

 

Dagger Storm (Forge)

6th Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous

Above the spell area forms thousands of sharp pieces of metal that fall down at great speeds in a 25-foot-radius, 50-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 10d8 slashing (metal) damage on a failed save, or half as much damage on a successful one.

At Higher Levels: Increase slashing damage by 3d8 per slot level above 6th.

 

Ice Storm (Ice)

4th Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 15-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning (water) damage and 4d6 cold (water) damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels: Increase bludgeoning damage by 2d8 per slot level above 4th.

 

Staggering Strike


This family of spells cause the target to be staggered when struck with a weapon attack.

 

Toxic Strike (Toxin)

4th Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, your attack disorients and confuses the target, and the attack deals an extra 2d6 poison damage to the target. Poison damage always bypasses barrier. The target must make a Constitution saving throw. On a failed save the creature gains the staggered condition until the end of its next turn.

 

Spark Blade (Nimbus)

4th Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your attack disorients and confuses the target, and the attack deals an extra 4d6 lightning (metal) damage to the target. The target must make a Constitution saving throw. On a failed save the creature gains the staggered condition until the end of its next turn.

 

Target Spell


This family of spells allows the caster to sling accurate magical attacks at specific targets.

 

Repulse (Toxin)

1st Level Spell
Casting Time: 1 action
Range: 60 feet.
Duration: Instantaneous

You target a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 poison damage and is poisoned until the end of your next turn.

At Higher Levels: Increase damage by 1d4 per slot level above 1st.

 

Wither (Toxin)

4th Level Spell
Casting Time: 1 action
Range: 90 ft.
Duration: Instantaneous

You inflict the target with a poison that sucks moisture from their body. Target creature makes a Constitution saving throw. On failure, target takes 8d8 poison damage or half as much on a successful one. This damage bypasses barrier.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Levels: Increase damage by 1d8 per slot level above 4th

 

Harm (Toxin)

6th Level Spell
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 8d8 poison damage that bypasses barrier, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1.

If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

 

Turbulent Winds (Wind)

1st Level Spell
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute

Wind begins to stir around the target and lashes out at them at your command. Make a ranged attack against that creature. On a hit, the target takes 1d8 Bludgeoning (Wood) damage, and on each of your turns for the duration, you can use your action to deal that damage again to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels: Increase initial damage by 1d8 per slot level above 1st.

 

Everburning Flame (Flame)

1st Level Spell
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute

Fire erupts beneath your target and then continues to burst as you track your target. Make a ranged attack against that creature. On a hit, the target takes 1d12 burn (fire) damage, and on each of your turns for the duration, you can use your action to deal that damage again to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels: Increase initial damage by 1d12 per slot level above 1st.

 

Flame Pyre (Flame)

3rd Level Spell
Casting Time: 1 action
Range: 60 ft.
Duration: Concentration, up to 10 minutes

When you cast the spell, choose a point you can see within range. A pillar of flame erupts from the point you specify. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d12 burn (fire) damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down energy in this way again, targeting any point within range.

At Higher Levels: Increase the damage by 1d12 per slot level above 3rd.

 

Witch Bolt (Nimbus)

1st Level Spell
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

A lightning bolt arcs from you towards the target creature. Make a ranged attack against that creature. On a hit, the target takes 1d10 Lightning (Metal) damage, and on each of your turns for the duration, you can use your action to deal that damage again to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels: Increase initial damage by 1d10 per slot level above 1st.

 

Call Lightning (Nimbus)

3rd Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 10 minutes

When you cast the spell, choose a point you can see within range. A lightning bolt strikes the area of your choice. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 Lightning (Metal) damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down energy in this way again, targeting any point within range. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At Higher Levels: Increase the damage by 1d10 per slot level above 3rd.

 

Chain Lightning (Nimbus)

5th Level Spell
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous

You create a bolt that arcs toward a target of your choice that you can see 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 can be targeted by only one of the bolts.

Each target of your spell must make a Dexterity saving throw. The target takes 10d8 Lightning (Metal) damage on a failed save, or half as much damage on a successful one.

 

Fulgor (Nimbus)

6th Level Spell
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

A thin bolt of lightning springs from your pointing finger to a target that you can see within range. The target can be a creature or an object.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 lightning (metal) damage and immediately is electrocuted. If it is reduced to 0 hit points by the attack it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object, this spell disintegrates a 10-foot-cube portion of it.

At Higher Levels: Increase damage by 3d6 per slot level above 6th.

 

Coagulate (Blood)

4th Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous

You cause the blood in the body of the target to clot, preventing blood from passing through vital arteries. Target creature makes a Constitution saving throw. On failure, target takes 10d6 tension damage or half as much on a successful one. This damage bypasses barrier.

At Higher Levels: Increase damage by 2d6 per slot level above 4th

Spells: Evocation

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