Spells: Evocation

Barrage


1st Level Spell
Casting Time: 1 action
Duration: Instantaneous

You throw a piece of ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a cone must succeed on a saving throw. A creature takes damage on a failed save, or half as much damage on a successful one.

Brick Barrage (Clay)

Range: (Self) 30 foot cone.
Damage: 2d8 bludgeoning (fire) damage. Increase by 1d8 per slot level above 1st.
Saving Throw: Dexterity (half)

Pieces of brick rain down in the area, pummelling all within.

Stone Shower (Rock)

Range: (Self) 20 foot cone.
Damage: 2d8 bludgeoning (rock) damage. Increase by 3d8 per two slot levels above 1st.
Saving Throw: Dexterity (half)

Tiny rocks rain down in the area bludgeoning each target.

Rain of Daggers (Steel)

Range: (Self) 15 foot cone.
Damage: 3d6 slashing (metal) damage. Increase by 2d6 per slot level above 1st.
Saving Throw: Dexterity (half)

Daggers rain down upon the area.

Continuous Bolt


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

Energy is created that follows the target until it is defeated. Make a ranged attack against that creature. On a hit, the target takes 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.

Turbulent Winds (Wind)

Range: 90 feet
Damage: 1d8 bludgeoning (wood) damage. Increase initial damage by 1d8 per slot level above 1st.

Wind begins to slice at the target.

Everburning Flame (Flame)

Range: 30 feet
Damage: 1d12 fire (fire) damage. Increase initial damage by 1d12 per slot level above 1st.

Fire erupts beneath the target.

Witch Bolt (Nimbus)

Range: 60 feet
Damage: 1d10 lightning (metal) damage. Increase initial damage by 1d10 per slot level above 1st.

A lightning bolt arcs from you towards the target creature.

Chain Lightning


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.

A target must make a Dexterity saving throw. The target takes damage on a failed save, or half as much damage on a successful one.

Chain Lightning (Nimbus)

Damage: 10d8 lightning (metal) damage.
Bolts: 3 bolts. Increase bolts and number of targets by 1 per slot level above 5th.

Empower Barrier


This school of magic concentrates on empowering your barrier with your magic, causing it to lash out at targets around you.

Wind Barrier (Wind)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

Wind begins to whip around you for the duration of this spell. The first time in a round a creature hits you with a melee attack they are pushed 5 feet away from you. Once your barrier is broken the effects of this spell end. 

Flame Barrier (Flame)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

The air around you begins to heat greatly. The first time in a round a creature hits you with a melee attack they take 5 fire (fire) damage. Once your barrier is broken the effects of this spell end. 

Sand Barrier (Sand)

2nd Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

Sand stirs around you in a haze making you difficult to pinpoint. You have partial cover while this spell is active. Once your barrier is broken the effects of this spell end.

Static Barrier (Nimbus)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

A faint hum can be heard radiating around you. The first time in a round a creature hits you with a melee attack they take 1d8 lightning (Metal) damage. Once your barrier is broken the effects of this spell end. 

Cold Barrier (Ice)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

The air around you is faintly colder. The first time in a round a creature hits you with a melee attack they take 2 cold (Water) damage and their speed is reduced to zero until the start of their turn. Once your barrier is broken the effects of this spell end. 

Energy Burst


2nd Level Spell
Casting Time: 1 action
Duration: Instantaneous

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. Each creature in an area centered on that point must make a saving throw. A target takes damage on a failed save, or half as much damage on a successful one.

Wind Burst (Wind)

Range: 250 ft.
Area: 15-foot-radius sphere.
Damage: 2d6 bludgeoning (wood) damage. Increase by 1d6 per slot level above 2nd.
Saving Throw: Constitution (half)

This spell explodes into wind that pushes in all direction. Any creature that fails the constitution check also flies away from the centre of the impact by 10 feet.

At Higher Levels: Increase the push distance by 5 feet per two slot levels above 2nd.

Fireball (Flame)

Range: 150 ft.
Area: 20-foot-radius sphere.
Damage: 6d6 fire (fire) damage. Increase by 1d6 per slot level above 2nd.
Saving Throw: Dexterity (half)

This spell explodes into fire. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Fireblast (Flame)

Spell-Level: 5th Level Spell
Range: 150 ft.
Area: 30-foot-radius sphere.
Damage: 9d6 fire (fire) damage. Increase by 2d6 per slot level above 5th.
Saving Throw: Dexterity (half)

This spell explodes into fire. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Ball Lightning (Nimbus)

Range: 250 ft.
Area: 30-foot-radius sphere.
Damage: 4d8 lightning (metal) damage. Increase by 1d8 per slot level above 2nd.
Saving Throw: Dexterity (half)

This spell explodes into a ball of lightning. If you are outdoors in stormy conditions when you cast this spell the spell’s damage increases by 1d10.

Energy Pulse


1st Level Spell
Casting Time: 1 action
Duration: Instantaneous

Energy shoots forth from your outstretched palm. Each creature in a cone must make a saving throw. A creature takes damage on a failed save, or half as much damage on a successful one.

Burning Hands (Flame)

Range: (Self) 15 foot cone.
Damage: 3d6 fire (fire) damage. Increase by 2d6 per slot level above 1st.
Saving Throw: Dexterity (half)

Fire engulfs the area before you. Anything that is flammable within the area catches on fire.

Lightning Burst (Nimbus)

Range: (Self) 20 foot cone.
Damage: 2d8 lightning (metal) damage. Increase by 1d8 per slot level above 1st.
Saving Throw: Dexterity (half)

Lightning crackles out from your extended hand.

Cone of Cold (Ice)

Range: (Self) 30 foot cone.
Damage: 2d8 cold (water) damage. Increase by 3d8 per two slot levels above 1st.
Saving Throw: Constitution (half)

Chilling ice shards shoot out towards your targets. A creature killed by this spell becomes a frozen statue until it thaws.

Energy Strike


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

When you cast the spell, choose a point you can see within range. A pillar of energy flashes down to that point. Each creature within 5 feet of that point must make a saving throw. A creature takes 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 the same point or a different one.

Flame Pyre (Flame)

Range: 60 ft.
Damage: 3d12 fire (fire) damage. Increase by 1d12 per slot level above 3rd.
Saving Throw: Dexterity (half)

A pillar of flame erupts from the point you specify.

Call Lightning (Nimbus)

Range: 120 ft.
Damage: 3d10 lightning (metal) damage. Increase by 1d10 per slot level above 3rd.
Saving Throw: Dexterity (half)

A lightning bolt strikes the area of your choice. 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.

Energy Wave


3rd Level Spell
Casting Time: 1 action
Duration: Instantaneous

A stroke of energy forming a line blasts out from you in a direction you choose. Each creature in the line must make a saving throw. A creature takes damage on a failed save, or half as much damage on a successful one.

Rolling Fire (Flame)

Range: Self
Area: 50-foot line, 5 feet wide
Damage: 8d8 fire (fire) damage. Increase by 3d8 per two slot levels above 3rd.
Saving Throw: Dexterity (half)

Fire rises from the ground and begins rolling out in a straight line away from you. The fire ignites flammable objects in the area that aren’t being worn or carried.

Lightning Bolt (Nimbus)

Range: Self
Area: 100-foot line, 5 feet wide
Damage: 8d6 lightning (metal) damage. Increase by 2d6 per slot level above 3rd.
Saving Throw: Dexterity (half)

A stroke of lightning blasts out from your outstretched hand. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Tidal Wave (Fluid)

Spell-Level: 5th Level Spell
Range: Self
Area: 50 feet long, up to 10 feet wide, and up to 20 feet tall
Damage: 6d8 bludgeoning (water) damage. Increase by 2d8 per slot level above 5th.
Saving Throw: Dexterity (half)

You conjure up a wave of water that crashes down on an area within range. Each creature that failed its saving throw is also knocked prone. On a success, a creature takes half as much damage and 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.

Delayed Blast


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

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion that spreads around corners.

Each creature in an area centered on that point must make a 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 amount of damage. If at the end of your turn the bead has not yet detonated, the damage increases.

If the glowing bead is touched before the interval has expired, the creature touching it must make a saving throw. On a failed save, the spell ends immediately, causing the bead to erupt. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

Delayed Blast Fireball (Flame)

Area: 20-foot-radius sphere
Base Damage: 12d6 fire (fire) damage. Increase the base damage by 2d6 per slot level above 7th.
Increased Damage: 1d6 fire (fire) damage.
Saving Throw: Dexterity (Half)

The bead erupts into flames that burn all in the area. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Disintegrate


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 saving throw. On a failed save, the target takes 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.

Fulgor (Nimbus)

Damage: 10d6 + 40 lightning (metal) damage. Increase by 3d6 per slot level above 6th.
Saving Throw: Dexterity (Negates)

Repulse


1st Level Spell
Casting Time: 1 action
Duration: Instantaneous

You target a creature within range. Make a ranged spell attack against the target. On a hit, the target takes damage and must make a saving throw. On a failed save, it is also poisoned until the end of your next turn.

Repulse (Toxin)

Range: 60 feet.
Damage: 2d4 poison damage. Increase by 1d4 per slot level above 1st.
Saving Throw: Constitution (Negate)

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.

Sky Beam


2nd Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 minute

Energy fills an area centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a saving throw. It takes damage on a failed save, or half as much damage on a successful one.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

Spore (Toxin)

Range: 150 feet
Area: 10-foot-radius, 40-foot-high cylinder
Damage: 2d6 poison damage that bypasses barrier. Increase damage by 1d6 per two slot levels above 2nd.
Saving Throw: Constitution (half)

Small mushrooms begin to spawn in the area and release toxic spores filling the location in a haze. Those that stand within the area find themselves choking on the spores.

Burning Light (Light)

Range: 120 feet
Area: 5-foot-radius, 40-foot-high cylinder
Damage: 2d10 fire (fire) damage. Increase damage by 1d10 per slot level above 2nd.
Saving Throw: Constitution (half)

A beam of bright light shines down in an area centered on a point within range. The light produces a strong heat as those that stand within begin to burn. Until the spell ends, dim light fills the cylinder.

Skyfall Barrage


4th Level Spell
Casting Time: 1 action

A barrage of solid material rains down in an area centered on a point within range. Each creature in the area must make a saving throw. A creature takes damage on a failed save, or half as much damage on a successful one.

Rockslide (Rock)

Range: 300 feet
Area: 15-foot-radius, 40-foot-high cylinder
Damage: 4d10 bludgeoning (earth) damage. Increase bludgeoning damage by 2d10 per slot level above 4th.
Saving Throw: Dexterity (half)
Duration: Instantaneous

Rocks begin falling within the area specified.

Daggerfall (Forge)

Range: 300 feet
Area: 10-foot-radius, 40-foot-high cylinder
Damage: 6d8 slashing (metal) damage. Increase slashing damage by 3d8 per slot level above 4th.
Saving Throw: Dexterity (half)
Duration: Instantaneous

Above the spell area forms hundreds of sharp pieces of metal that fall down at great speeds, slashing at those within.

Dagger Storm (Forge)

Min Level: 6th
Range: 300 feet
Area: 25-foot-radius, 50-foot-high cylinder
Damage: 10d8 slashing (metal) damage. Increase slashing damage by 3d8 per slot level above 6th.
Saving Throw: Dexterity (half)
Duration: Instantaneous

Above the spell area forms thousands of sharp pieces of metal that fall down at great speeds, slashing at those within.

Ice Storm (Ice)

Range: 300 feet
Area: 15-foot-radius, 40-foot-high cylinder
Damage: 3d8 bludgeoning (water) damage and 4d6 cold (water) damage. Increase bludgeoning damage by 2d8 per slot level above 4th.
Saving Throw: Dexterity (half)
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in the chosen area. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Sunbeam


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 . Each creature in the line must make a saving throw. On a failed save, a creature takes 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. This light is sunlight.

Sunburst (Light)

Area: 5-foot-wide, 60-foot-long line
Damage: 4d6 light (fire) damage. Increase damage by 2d6 per slot level above 7th.
Saving Throw: Constitution (special)

Sunburst


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

Brilliant sunlight flashes in an area on a point you choose within range. Each creature in that light must make a saving throw. On a failed save, a creature takes 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.

Sunburst (Light)

Area: 60-foot-radius sphere
Damage: 10d6 light (fire) damage. Increase damage by 2d6 per slot level above 7th.
Saving Throw: Constitution (special)

Spells: Evocation

Tan Suo Gelatos