```metadata title: Spells used by our Creatures - Better Bad Guys description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{partCover}} # Spells ## Used by our Creatures {{imageMaskEdge7,--offset:10cm,--rotation:180 ![Background image](https://i.imgur.com/9TU96xY.jpg){position:absolute,bottom:0,left:0,height:100%} }} \page {{imageMaskEdge5,--offset:40%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1113200875939315742/castillo_ominous-transformed.jpeg?width=855&height=568){height:60%,top:500px,left:-100px} }} # Eldritch Library: Appendix : #### Thunderous Crimson *1st-level evocation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instant You summon a wave of crackling red lightning that travels in a 30 foot cone in front of you. Each creature in that area must succeed on a Dexterity saving throw or suffer 4d4 lightning damage and be *dazzled* until the end of their next turn. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. :: #### Ariadne's Mimicry *4th-level transmutation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M (a splinter of wood) **Duration:** :: 8 hours. This spell transforms a creature with at least 1 hit point that you can see within range into an object. An unwilling creature must make a Wisdom saving throw to avoid the effect. If it fails, it can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target. A shapechanger automatically succeeds on this saving throw. : The transformation lasts for the duration, or until the target takes 10 points of damage. The new form can be any common object that is large or smaller. The target’s game statistics are replaced by the statistics of the chosen object. It retains its alignment and personality. : The caster of the spell may use a bonus action to turn the creature back into its original form and have it act immediately. : The creature is limited in the actions it can perform by the nature of its new form; it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. The object-form can, however, move up to half the creature's speed by magical means. :::::: ::::::::::::::::::::::::::::: #### Death and Despair *8th-level necromancy* **Casting Time:** :: 1 action **Range:** :: 90 feet **Target:** 30-foot-radius surface centered on a point within range. **Components:** :: S, V **Duration:** :: Concentration, up to 1 minute. : Dark and eldritch energies curse the ground in a 30-foot-radius surface area you choose within range. It lasts for the duration or until dispelled. : This spell affects all creatures touching the ground and up to 10 feet above it. Each creature in it must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. Nonmagical plants within the area wither and die, while magical plants take double damage. : All creatures damaged by this spell at least twice must make Wisdom saving throw. On a failed save, they are *demoralized*. Any *demoralized* creature within the area has its speed reduced to 0, falling to their knees in absolute despair. {{watercolor3,top:-70px,left:170px,width:400px,background-color:black,opacity:80%,transform:rotate(20deg)}} ![Power of the Great Beyond](https://media.discordapp.net/attachments/1105918269992480819/1112880897683898428/Gub_Gub-transformed-transformed.png?width=568&height=568) {position:absolute,top:70px,right:10px,width:380px} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Eldritch Library}} \page {{imageMaskEdge5,--offset:40%,--rotation:0 ![](https://media.discordapp.net/attachments/1105918269992480819/1112027283344068638/Artistic_countryside_prompt-transformed.jpeg?width=3000&height=3000){height:90%,top:300px,left:-100px} }} {{imageMaskCorner9,--offsetX:57%,--offsetY:37%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539299815989330/1131296693124599901/tomfarlane_a_fantasy_priestess_on_her_knees_praying_to_the_sacr_2db63c79-cdb6-4620-89db-a0073e47b9a0.png?width=1002&height=1002){height:50%,top:-30px,right:-80px} }} ## The Holy Arts Celestials and their allies use their fair share of spells and other specialties to further their cause. Many of them were developed in Lyntas, the radiant citadel, where mortals, arcanists, and heavenly beings mingle together. Well, sort of mingle together -- they do enjoy a good segregation system, these pious templars! : #### Order's Judgement *divination cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V **Duration:** :: Instantaneous A chastising light falls upon a creature within range, who must succeed on a Charisma saving throw or take 1d4 radiant damage and have one of its damage vulnerabilities (if any) exposed to you. : Creatures exposed in this way have disadvantage on subsequent saving throws against this spell, and the damage type becomes the exposed vulnerability. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). : #### Cause Arrhythmia *3rd-level necromancy* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a dried blood clot) **Duration:** :: concentration, up to 1 minute You cause a nearby creature's heart to beat irregularly, making them partially lose control of their bodies as their pulse falters. Creatures that don't have a heart or similar organ aren't affected by this spell. A target must succeed on a Constitution saving throw or be affected by one of the two following effects (your choice): - **Bradycardia:** the creature's heart beats too slow, causing disadvantage on strength saving throws and ability checks, and dealing 1d8 necrotic damage at the start of each of their turns. : - **Tachycardia:** the creature's heart beats too fast, causing disadvantage on all dexterity based ability checks. When the effect ends for the creature, they must roll a Constitution saving throw with a DC of 5 + the number of turns they were affected by tachycardia. On a failure, they suffer 8d8+10 necrotic damage as their heart fails. :::::::::::::::::::::::::::::::::::::: #### Pulverizing Radiance *5th-level evocation* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You fire a mote of blazing light at a creature within range. Make a ranged spell attack. On a hit, the target takes 6d6 + 20 radiant damage and instantly gains three stacks of the *irradiated* condition that last for a minute. : #### Power Word: Penance *7th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Target:** :: One creature you can see within range **Components:** :: V **Duration:** :: Instantaneous You speak a word of power that overwhelms the mind of one creature you can see within range, confronting them with the harm they caused. If the target has dealt 50 or more points of damage within the last minute, they suffer 50 points of force damage. Otherwise, the spell has no effect. : A creature affected by this spell cannot take the Attack action until the end of their next turn. {{pageNumber,auto}} {{footnote High District: The Holy Arts}} \page # Wyrmsigns: Appendix : #### Frozen Brume *6th-level transmutation* **Casting Time:** :: 1 reaction, which you take when you are hit by an attack **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: 1 round You turn into a cloud of icy mist until the start of your next turn. You are immune to bludgeoning, piercing and slashing damage while transformed, and cannot be targeted by spell attacks nor single target spells that don't require. These protections work against the triggering attack. : Additionally, creature that pass through your space while you're transformed take 2d6 cold damage and are *chilled* until the end of their next turn. \column {{position:relative,top:145px #### Stasis Storm *9th-level conjuration* **Casting Time:** :: 10 minutes **Range:** :: touch **Components:** :: S, M (cryolite dust worth at least 2.000 GP, which the spell consumes) **Duration:** :: 3 hours The oldest and most powerful wyrmsign, this spell replicates the effects of Yharel's flight. Your fill a 5 foot square with primordial runes of frost, stasis and death drawn in cryolite dust. When the casting is complete, a killing frost envelops everything in a 2000 foot radius centered on the point where the spell was cast. : For the duration of the spell, a magical blizzard that slowly rises in intensity is manifested. If the runes that empower this spell take 50 fire damage, it immediately ends. : **Hour 1:** The area is covered with powdered snow and hail, making the entire area lightly obscured. Nomagical flames can't be maintained. Creatures who venture out in the open without heavy winter clothes or magical protection are instantly *chilled*, and become *frostbitten* after 10 minutes. : **Hour 2:** Nonmagical clothes no longer protect creatures from the stasis storm, and the *frostbitten* condition is applied instantly instead of *chilled*. After 10 minutes, creatures become *frozen* instead of *frostbitten*. Minor structures (shacks, wooden towers...) are pierced by the cold storm and no longer protect creatures from the effects of the stasis storm. : **Hour 3:** The effects from hour two remain active, but spells of 5th level or lower are disrupted by the arcane cataclysm, and become impossible to cast within the area of effect. In addition, creatures become Soul Chilled after being exposed to the blizzard for 10 minutes. Only the sturdiest structures can resist this frozen onslaught: castles, underground bunkers... Weaker buildings freeze over, losing their protective benefits against the frost. : If the spell lasts for its full duration, every creature affected by a congelation effect within the area is *death frosted*. }} {{imageMaskCorner10,--offsetX:47%,--offsetY:55%,--rotation:-0 ![](https://media.discordapp.net/attachments/1105539459962904677/1136416402685820989/tomfarlane_a_frozen_waste_in_the_middle_of_a_snowstorm_arctic_f_9c15fa72-6732-4efd-916f-8ee1acb8ad3e.png?width=853&height=853){height:45%,top:-0px,left:341px} }} {{imageMaskCorner10,--offsetX:-50%,--offsetY:-23%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1136416402685820989/tomfarlane_a_frozen_waste_in_the_middle_of_a_snowstorm_arctic_f_9c15fa72-6732-4efd-916f-8ee1acb8ad3e.png?width=853&height=853){height:100%} }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Eldritch Library}} \page {{imageMaskCorner9,--offsetX:55%,--offsetY:56%,--rotation:-40 ![](https://media.discordapp.net/attachments/1105539299815989330/1143366021533663352/tomfarlane_a_luscious_devil_in_the_style_of_a_dungeons_and_drag_59e15e8b-f971-4c38-9df4-a44241b2e3fe.png?width=3000&height=4000){height:75%,right:-85px,top:-120px} }} {{imageMaskCorner31,--offsetX:49%,--offsetY:-60%,--rotation:20 ![](https://media.discordapp.net/attachments/1105488303710543923/1146573500644065431/tomfarlane_a_congregation_of_devil_mages_devils_all_around_fant_0b4440f1-2ce7-4142-8c66-c5e9c9298ff9.png?width=4000&height=3000){height:53%,right:-10px,top:650px} }} {{imageMaskCorner31,--offsetX:-30%,--offsetY:-66%,--rotation:20 ![](https://media.discordapp.net/attachments/1105488303710543923/1146573500644065431/tomfarlane_a_congregation_of_devil_mages_devils_all_around_fant_0b4440f1-2ce7-4142-8c66-c5e9c9298ff9.png?width=4000&height=3000){height:53%,right:-10px,top:650px} }} {{position:relative,top:-20px ## The Devil Rites : For as long as they have lived, devils have not shied away from using the arcane to further their goals. This holds true in the Molten Crucible's enclaves, where mortals, arcanists, and infernal creatures mingle together. Magic is born out of necessity, and many of these spells have become a staple of the Molten Crucible's particular brand of danger. : #### Vow of Hatred *evocation cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V **Duration:** :: concentration, up to six seconds You utter an infernal vow that promises swift demise to a creature within range. On your next turn, your first attack against that creature has advantage and deals an additional 1d10 fire damage, provided the creature is still within range. If the target leaves the range of the vow, the spell ends. : This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). : #### Immolate *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a handful of ash) **Duration:** :: concentration, up to 1 minute You conjure a flame that consumes your enemies from the inside. A creature within range must succeed on a Constitution saving throw or take 4d6 fire damage as their innards burn. A creature that fails the save catches fire for the duration, taking 4 (1d6) fire damage at the start of each turn until the flames are doused with water, cold damage, or by using an action. : On subsequent turns, you can use a bonus action to intensify the flames, increasing the damage taken at the start of each turn by 1d6. }} \column :::::::::::::::::: #### Infernal Word *5th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You emit a guttural whisper, a primordial blasphemy forged in the fiery pits of hell. A creature of your choice within range that can hear you must succeed on a Charisma saving throw or take 28 (8d6) psychic damage and be *stunned*. At the end of each of the creature's turns, they can attempt the save again, ending the effect on themselves on a success. : #### Prana Drain *7th-level necromancy* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S **Duration:** :: Instantaneous You inhibit a creature’s ability to cast spells, blocking their prana and stealing their voice. Make a melee spell attack against a creature within range. On a hit, the creature takes 8d10 force damage and must succeed on a Charisma saving throw. On a failure, they are rendered mute and cannot cast spells for a week. : Only a 7th level upcast of *Remove Curse* or *Greater Restoration* can end this effect early. {{pageNumber,auto}} {{footnote The Devil Enclaves: Castle of Night }} \page ## The Nova Spellbook : There's no power in the universe mortals haven't observed, researched, and exploited. The latent energy of the Eminent Star is no exception, having yielded a good crop of uniquely useful arcanisms. : Stellar Refuges are a great place to find a tutor in this subtype of arcana, or to purchase some crumbling scrolls from a passing merchant. #### Astrologist's Reading *1st-level divination* **Casting Time:** :: 30 seconds **Range:** :: 10 ft. **Components:** :: S **Duration:** :: instantaneous You consult the ever-watching stars and celestial bodies for information about a creature's character. Make a spellcasting ability check with a DC of 8 + the target's level or CR. On a success, you learn the target's current alignment, and may also glimpse at its most immediate motivation. Unless they see you and are familiar with the spell, they are not aware of your reading. #### Starfire *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a purple glass shard) **Duration:** :: Concentration, up to 1 minute You call down mauve flames upon a creature within range, who must succeed on a Charisma saving throw or be affected by this spell. This magical fire consumes arcane energy instead of physical matter. When a creature first fails this save and at the end of each of their subsequent turns, they must choose what the fire consumes: a spell slot (of the target's choice), a charge from a magic item they are attuned to, or some other arcane resource equivalent in power to at least a 1st level spell slot---for example, 2 sorcery points. : If the target has no arcane resources available to it, this spell has no effect. {{position:relative,top:730px,right:353px #### Cosmic Singularity *7th-level conjuration* **Casting Time:** :: 1 action **Range:** :: self (30 ft. line) **Components:** :: M, V (an opaque crystal worth at least 100 GP) **Duration:** :: 6 seconds You conjure a dark, cannonball-sized orb of unendurable gravitational power in front of you, which travels 30 feet in a straight line. Creatures that come within 10 feet of the orb for the first time must succeed on a Strength saving throw or take 6d6 force damage }} ::::::::::::::::::: and be absorbed by the orb. This space is a {{width:40px}} small demiplane from which absorbed creatures {{width:40px}} can see their surroundings as if they were standing {{width:20px}} in the orb's place. Creatures absorbed by the orb cannot be affected by effects outside of the demiplane, and can't communicate with creatures outside of it, unless by magical means (such as a *sending* spell). : To exit, absorbed creatures can teleport away or use an action to try to pierce through the opaque boundaries, rolling a Strength (athletics) check against your spell save DC, exiting at a place within 5 feet of the orb on a success. At the start of your next turn, the orb collapses in a flash of dark energy, dealing 6d6 force damage to all creatures within it, and instantly transporting them to a random location within the Astral Sea. {{imageMaskCorner2,--offsetX:40%,--offsetY:-52%,--rotation:32 ![](https://media.discordapp.net/attachments/1105488303710543923/1163128741589954691/tomfarlane_a_swarm_of_miniature_shooting_stars_in_the_style_of__f3c85723-82af-43f9-badd-bcec63ee4357.png?ex=653e730d&is=652bfe0d&hm=e6186a33eb51a52b22c298469e14af81e52fc1c8c4c8e934b0e6585ad1c6964f&=&width=2002&height=2002){height:100%,left:30px,top:300px} }} {{imageMaskCorner32,--offsetX:58%,--offsetY:40%,--rotation:50 ![](https://media.discordapp.net/attachments/1105488303710543923/1163127584536662117/tomfarlane_a_DD_artificer_casting_a_spell_purple_nebula_close-u_50d0d5b8-967e-40c0-ab56-5a97a2d9052c.png?ex=653e71fa&is=652bfcfa&hm=ba1c8fa22c122578ae2839b5a2efd71e4eaab2bf4767c26c0c3d96c28d009241&=&width=2000&height=2002){height:60%,,left:300px,top:-00px} }} {{pageNumber,auto}} {{footnote The Nova Spellbook}} \page {{text-align:center,wide,position:relative,top:-15px # The Astral Arcana : *Proximity to the primordial celestial bodies has led the inhabitants of the Nova Clusters to develop a mighty collection of spells that use the energy of their ancestral domain. These are a few examples, gathered by the City of Strings for the benefit of your spellbook!* : }} {{position:relative,left:17px,top:-20px #### Astral Dust *abjuration cantrip* **Casting Time:** :: 1 bonus action **Range:** :: self **Components:** :: S **Duration:** :: 1 round You conjure a nebulous cloud around your body, obscuring your movements and making you momentarily harder to strike. You gain a +1 to your A.C that lasts until the start of your next turn. A creature that does not rely on sight to strike ignores this benefit. : The A.C bonus increases to +2 when you reach 5th level. #### Gravity Blast *2nd level evocation* **Casting Time:** :: 1 action **Range:** :: 60 ft. **Components:** :: S, M (a meteorite shard) **Duration:** :: instantaneous A rippling current of force extends from a point within range, pushing objects and creatures outward as it expands. Creatures within 20 feet of that point must make a Strength saving throw, taking 2d10 force damage and being pushed 10ft. away from the point on a failed save. On a successful save, they take only half damage and aren't pushed. : **At Higher Levels:** When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d10 for each slot level above 2nd. #### Gravity's Favor *4th level transmutation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: S, M (a small platinum sphere) **Duration:** :: Concentration, up to 1 minute Gravitational force surrounds your body for the duration, granting you the following benefits: : - Your melee attacks deal additional force damage equal to your spellcasting ability modifier. : - You have advantage on checks to grapple and shove other creatures. Additionally, checks made to grapple or shove you are made at disadvantage. }} {{position:relative,top:-25px : - Your jump distance is doubled, and you gain a 10ft bonus to your walking speed. #### Nebula *9th-level, multiple schools* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: S, V **Duration:** :: Concentration, up to 1 minute You spawn a 30 foot radius sphere of swirling cosmic energy centered on a point within range. When you first cast this spell, choose one of the following variants. The effects take place when a creature first enters the area of the spell, and when they start their turn within it. : ***Gold: Orion's Chains.*** A gleaming constellation manifests, magically holding down creatures within the area, who must succeed on a Wisdom saving throw or be paralyzed. At the end of each of their turns, they can attempt the save again, ending the effect on themselves on a success. : ***Red: Burning Core.*** A miniature sun spawns in the middle of the sphere, attracting and scorching creatures and objects within the area. Creatures must make a Strength saving throw or be pulled to the center of the sphere, taking 6d10 radiant damage and 6d10 fire damage, before being spit out by a flare, landing in a place of the caster's choice 20 feet away from the center of the Nebula's area. : ***Blue: Particle Accelerator.*** Lightning-fast specks of celestial dust travel around the area. Creatures within it must make a Dexterity saving throw, taking 10d12 force damage on a failed save, or half as much on a successful one. Creatures killed in this way are molecularly destroyed, turning into transparent, glue-like goo. : ***Purple: Unendurable Eminence.*** The true power of the stars is making and unmaking reality to their will. Creatures within the area must succeed on a DC 10 Charisma saving throw or take 150 force damage that cannot be prevented in any way. Creatures killed in this way disappear without leaving behind a body. The DC increases by 2 each time a creature has to roll it between long rests. Nonmagical objects of the caster's choice are instantly unmade in this way. : You can change the current effect of the Nebula or move its center by 10 feet by spending an action on your turn. }} {{imageMaskEdge4,--offset:36%,--rotation:270 ![](https://media.discordapp.net/attachments/1105539459962904677/1159927031472074782/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532cd3a&is=6520583a&hm=856376eaf98bd4f7ad59e0aec8f5d1e004c4ca9e883e547d0a7bc33cae8a51fd&=&width=900&height=1352){height:120%} }} {{imageMaskEdge4,--offset:36%,--rotation:90 ![](https://media.discordapp.net/attachments/1105539459962904677/1159927031472074782/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532cd3a&is=6520583a&hm=856376eaf98bd4f7ad59e0aec8f5d1e004c4ca9e883e547d0a7bc33cae8a51fd&=&width=900&height=1352){height:100%} }} {{imageMaskEdge4,--offset:50%,--rotation:40 ![](https://media.discordapp.net/attachments/1105539459962904677/1159927031472074782/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532cd3a&is=6520583a&hm=856376eaf98bd4f7ad59e0aec8f5d1e004c4ca9e883e547d0a7bc33cae8a51fd&=&width=900&height=1352){height:100%} }} {{imageMaskEdge5,--offset:50%,--rotation:-41 ![](https://media.discordapp.net/attachments/1105539459962904677/1159927031472074782/tomfarlane_a_cosmic_whale_fantasy_art_made_of_stars_WLOP_cover__22849508-adeb-4fc0-aaee-ade1a4e84cec.png?ex=6532cd3a&is=6520583a&hm=856376eaf98bd4f7ad59e0aec8f5d1e004c4ca9e883e547d0a7bc33cae8a51fd&=&width=900&height=1352){height:120%} }} {{pageNumber,auto}} {{footnote The Astral Arcana}}