Ulavean Magic

Extended Spell List


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Abyssal Gaze

1st-level evocation

Casting Time:
1 action
Range:
Self (15 Foot Cone)
Components:
V, S
Duration:
Instantaneous
Classes:
Sorcerer, Wizard, Warlock

A crest of shadow energy appears around you and opens like an eyelid, sending a 15-foot cone of magical darkness out from you. Creatures in the spells area must make a Constitution saving throw. A creature takes 1d8 necrotic damage on a failed save, or half as much on a successful one. Additionally, a creature that fails its save treats all areas of bright or dim light as darkness until the end of your next turn.

Acclimation

7th-level abjuration

Casting Time:
1 minute
Range:
30 feet
Components:
S, M (A metal rod, addorned with gems worth at least 200gp)
Duration:
24 hours
Classes:
Cleric, Druid, Sorcerer, Warlock, Wizard

You strike the metal rod used in the spells casting into the ground, channeling the nature of the plane through youself and 8 other willing creatures within range. Creatures affected by this spell gain protection from all harmful effects native to the plane you are currently on.

Avasculate

8th-level necromancy

Casting Time:
1 action
Range:
90 feet
Componenents:
V, S
Duration:
Instantaneous
Classes:
Sorcerer, Warlock, Wizard

You grip your hand toward a creature within range, attempting to wretch the blood from their veins. The target must make a Constitution saving throw. On a failure the target is reduced to half their hitpoint maximum and they are stunned until the start of your next turn. A creature that doesn’t have blood is immune to this effect

Beads of Loyalty

1st-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
1 minute
Classes:
Cleric, Sorcerer, Wizard

You create 3 beads of magical energy that appear around your hands before sticking onto your person. As a bonus action, you can cause one of these beads to dart toward a creature you can see within range. Make a Ranged Spell attack, on a hit you deal 1d6 + 1 force damage. If you miss, the beads curves around the target before returning to stick to you. The spell ends early if you expend the last bead.

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

Darkbolt

4th-level evocation

Casting Time:
1 action
Range:
90 feet
Conponents:
M (a used match)
Duration:
10 minutes
Classes:
Sorcerer, Warlock, Wizard

You create 5 motes of black energy that orbit you in different directions. These motes of energy are invisible to creatures without darkvision. As a bonus action, you can cause one of these motes to fire toward a creature you can see within range. Make a ranged spell attack, on a hit you deal 4d6 force damage. You make this attack with advantange if the target does not have darkvision. On a hit or miss, the mote is expended. The spell ends early if you expend the last mote.

Only creatures with darkvision can see you casting the spell.

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

Dragonbane

4th-level abjuration

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V
Duration:
Concentration, up to 1 minute
Classes:
Druid, Paladin, Ranger

A magical aura surrounds you that is hostile to all dragons. You, and all other creatures in the aura gain a +2 bonus to Attack Rolls and Saving Throws against dragons. Dragons move through the Aura as if it were difficult terrain and if they enter the aura while flying, they must succeed a Strength Saving Throw or be knocked prone.

 

 

Earthfast

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
S
Duration:
1 hour
Classes:
Druid

You touch an object or structure made of wood, stone or other nature material. The targets HP is doubled and its AC increases to 16. This spell does not work on Constructs.

Elastic Kinesis

2nd-level transmutation

Castimg Time:
1 action
Range:
Touch
Components
S, M (an elastic band)
Duration
concentration, up to 1 minute
Classes:
Artificer, Wizard, Sorcerer

You touch a creature, magically turning them into a conduit that can store kinetic potentional. When the target ends their turn, any unspent movement is stored. As a bonus action, the target can fling themself in a straight line up to the movement stored by the spell. When the spell ends, all stored movement is lost.

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for each slot level above 2nd.

Exsanguination Ray

3rd-level necromancy

Casting Time:
1 action
Range:
Self (30-foot line)
Components:
S, M (a sharp metal prick)
Duration:
Instantaneous
Classes:
Warlock, Wizard

A line of crimson, necrotic energy 30 feet long and 5 feet wide shoots out from your hands. A creature in the line must make a Dexterity saving throw, starting with the creature closest to the origin of the line. On a failure, they take 2d6 plus 2d6 for each creature that has already failed the save . Creatures without blood are immune to this effect.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the range of the line increases by 10 feet for each spell level above 3rd.

False Door

cantrip illusion

Casting Time:
1 action
Range:
90 feet
Components:
S, M (A brass doorknob)
Duration:
10 minutes
Classes:
Artificer, Bard, Warlock

You create an illusionary door or entrance on any surface within range. If a creature opens a door, they glimpse into the far realm and take 1d10 psychic damage before the door dissapears. You can create up to 3 illsuionary doors in this way.

Flashbang

1st-level conjuration

Casting Time:
1 action
Range:
30 feet
Components:
S, M (magnesium)
Duration:
Instantaneous
Classes:
Artificer, Wizard

You conjure a small fizzling white orb of unstable magic into your hand and throw it a point on the ground within range. Any creature within 10 feet of that point must succeed a Constitution saving throw or take 2d4 thunder damage, and be deafened and blinded until the start of your next turn.

Ghost Candle

2nd-level necromancy

Casting Time:
1 action
Range:
120 feet
Components:
V
Duration:
10 minutes
Classes:
Cleric, Sorcerer, Warlock, Wizard

A ghostly hand appears at a point within range, holding a candle that creates dim light for 15 feet. You can move the hand up to 60 feet on the start of your turn, which is incorporeal and able to move through creatures and objects. If a creature is invisble or is in the etheral plane while in the area of dim light created by the spell, a wispy outline will form around them which is visible to you through walls.

 

 

Hush

3rd-level illusion

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute
Classes:
Bard, Sorcerer, Warlock, Wizard

You bring your index finger to your lips, attempting to silence a creature you can see. The creature must succeed on a Charisma saving throw, or be silenced until the spell ends. While silenced, the creature has advantage on Stealth (Dexterity) checks, cannot create any sound, or cast a spell that requires a verbal component. At the end of each of its turns, the creature can make another Charisma saving throw. On a success the spells ends on the creature.

Hypothermia

6th-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Instantaneous
Classes:
Druid, Sorcerer, Warlock, Wizard

You attempt to draw the energy from a creature within range to cause a sudden drop in temperature. The target must make a Constitution saving throw. On a failure they 4d8 Cold damage and suffer a point of exhuastion. On a success, the target takes half of that damage.

Landmine

3rd level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
S, M (sulfur and a thin piece of copper)
Duration:
1 hour
Classes:
Artificer

You create a bead of gurgling fire that buries itself at a point on the ground you can see before becoming invisible to all but you and creatures of your choice within range. When a creature comes within 10 feet of this point, fire explodes out from it in a 20 foot radius sphere. Creatures in this area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a success.

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

Lionheart

2nd level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, M (strands of a lions mane)
Duration:
10 minutes
Classes:
Cleric, Paladin

You instill unwavering conviction into a creature you touch, including yourself. When you do so, you remove the charmed and frightened condition from the creature, and they are immune to both conditions until the spell ends. They also gain 3d6 temporary hitpoints until the spell ends. Additionally, the target adds their profeciency bonus to Intimidation checks.

At Higher Levels When you cast this spell using a 2nd level spell slot or higher, you can target an extra creature for each spell level above 1st.

Lunar Guardians

1st-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
S, M
Duration:
1 hour
Classes:
Druid, Ranger

Three glowing motes of lunar light, resembling moths or fireflies in shape, floar around you for the duration, protecting and guiding you.

When you would take damage of any kind except psychic, you can use your reaction to expend one of the motes, reducing the incoming damage by 1d6, or by twice as much if the damage is radiant.

While you have at least 1 mote remaining, you shed bright light in a 10-foot readius and dim light for an additional 10 feet. This light counts as moonlight.

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

 

 

Malicious Shadow

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
10 minutes
Classes:
Bard, Sorcerer, Warlock

You imbue the shadow of a creature within range with malicious energy. If the target is in bright or dim light, they must make a Charisma saving throw, on a failure that creatures shadow is possesed by a devious fey creature.

Before the targets turn, their shadow will try to move itself and the target towards the nearest source of damage in the environment, if not wherever the target is most likely to take damage. The target must make a Strength saving throw against your Spell Save DC or be moved wherever the shadow chooses.

If the target enters an area of darkness, the spell ends on them.

Mass Transcription

5th-level transmutation

Casting Time:
10 minutes
Range:
15 feet
Componenents:
V, M (Rare ink work at least 50gp)
Duration:
Instantaneous
Classes:
Artificer, Bard, Wizard

You flawlessly copy the contents of a book you can see within range into another, blank book within range. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and destination language if you do so.

This spell can copy the contents of a spellbook, creating a second spellbook. However, using the spell in this manner incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell in the spellbook. Additionally, the spell can only copy spells of a level equal to or lower than the level this spell is cast at. If a copied spell is of a higher level than this spell is cast at, the spell is not transcribed and the pages in the new spellbook that would contain it are left blank.

Monarchs Majesty

5th-level enchantment

Casting Time:
1 action
Range:
Self (60-foot radius)
Components:
V, S
Duration:
Concentration, up to 1 minute
Classes:
Bard, Druid, Sorcerer

Huge spectral wings of a magnificent creature bloom from your back, granting you a flying speed of 40 feet for the duration. Additionally, the reverence of this display sews submission in your enemies.

When you cast this spell, creatures of your choice within range that can see you must make a Wisdom saving throw. On a failed save, a target is charmed for the duration and must immedietly kneel. While charmed in this way, the creature is prone and their movement speed is 0.

A creature affected by this spell can repeat the saving throw at the of each of their turns.

Rooks Charge

2nd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V, M (a rook piece from a chess board)
Duration:
Instantaneous
Classes:
Paladin

You let out a battle cry as you charge forward in a 30-foot line. You do not inccur attacks of oppurtunity while making this movement. If you enter a creatures space while moving, they must make a Dexterity saving throw or be grappled by you. If you are already grappling a creature, you instead deal 1d6 bludgeoning damage to a creature that fails this saving throw and shunt them 5-feet to the side.

If you impact an object while moving, you take 1d10 bludgeoning damage. If you are grappling a creature when this happens, you instead take no damage and the creature takes 2d10 bludgeoning damage. You can choose to stop the spell early at any point in the movement. When you stop moving, any grapple you have on a creature ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage caused by slamming a grappled creature increases by 1d10 and the damage caused by shunting a creature to the side inscreases by 1d6 for each slot level above 2nd.

When you cast this spell using a spell slot of 4th level or higher, you are able to grapple 2 creatures while moving.

 

 

Signal Flare

Cantrip evocation

Casting Time:
1 bonus action
Range:
Self
Components:
S, M (phosphor)
Duration:
Instantaneous
Classes:
Artificer, Cleric, Sorcerer, Wizard

A sizzling mote appears on your finger before travelling 100 feet into the air and exploding in a flash of dazzling light, shedding bright light in a 50 foot radius and dim light for an additional 50 feet. This explosion of light can be seen by creatures up to a mile away. You can also choose the colour of the light.

Sirens Whisper

5th-level illusion

Casting Time:
1 action
Range:
60 feet
Components:
V, M (poision ivy and a pinch of salt)
Duration:
Concentration, up to 1 minute

You materialise the longing thoughts of a creature within range. They must make a Wisdom saving throw, or they will be enamord by an alluring illusion that takes shape up to 60-feet from them. The target is incapititated, and must spend their movement to move toward the illusion.

If the target gets within 5 feet of the illusionary form, they take 6d8 poison damage, and the spell ends. At the start of each of their turns, the target can make a Wisdom saving throw, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d8 for each slot level above 5th.

Smuggle Weapon

1st level transmutation

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
8 hours
Classes:
Bard, Sorcerer, Wizard, Warlock

You harmlessly absorb a weapon held by you into your skin, so long as the weapon has the light property. Once absorbed, the weapon is physically undetectable on your person and causes no perceivable difference to you other than a faint blotch appearing on your skin vaguely shaped like the weapon absorbed.

If you use a bonus action to touch the mark created by the spell or the spells duration expires, the absorbed weapon will appear in your hand and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you are able to absorb weapons that do not posses the light property.

Snap Shock

1st-level evocation

Casting Time:
1 bonus action
Range:
60 feet
Components:
S
Duration:
Instantaneous
Classes:
Sorcerer, Warlock

You point your hand towards a creature you can see within range and snap your fingers, firing a short streak of lightning. Make a ranged spell attack. On a hit, the target suffers 2d6 lighting damage. If this damage forces the target to make a Consitution saving throw to maintain concentration, use your spell save DC for the saving throw.

Swan Song

2nd-level enchanement

Casting Time:
1 reaction, taken when a creature you can see reaches 0 hitpoints
Range:
60 feet
Components:
V, M (the feather of a swan)
Duration:
Instantaneous
Classes:
Bard, Cleric, Paladin, Sorcerer

You snap the feather used in the spells casting between your fingers, giving second wind to a creature within range. The target does not immediately go unconcious, they instead can move up to their movement speed and take an action. When this action is completed, they fall unconcious and resume dying as usual. The target creature cannot regain hitpoints while under the effect of this spell.

Thunderburst

3rd level evocation

Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
Instantaneous
Classes:
Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

You clap your hands, causing a great boom of thunder to eminate from you. All creatures in range must make a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage, is deafened for 1 minute and is knocked prone. On a failure, they take half as much damage. This effect can be heard up to 1000 feet away.

 

 

Trick Bridge

2nd-level illusion

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (A line of black silk at least 90 feet long)
Duration:
1 hour
Classes:
Artificer, Bard, Wizard, Warlock

An incorporeal bridge draws itself at a point within range. The bridge is 5 feet wide, and up to 60 feet long and interacts with the environment as if it were real. Only you and creatures of your choice are able to pass over this bridge. If any creature not permitted by you tries to use the bridge, they will fall through it as if it wasn’t there. The bridge can support up to 500 pounds and any weight exceeding this will simply pass through it.

Void Mass

5th-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (A vial of ink)
Duration:
Concentration, up to 1 minute
Classes:
Bard, Sorcerer, Warlock, Wizard

You turn the ink used in the spells casting and expand it into a black mass that channels the chilling darkness of the void. The mass is a 10-foot radius sphere which you create centered on a point within range when you cast the spell. The sphere spreads around corners, and has the following properties:

  • The area is magical darkness. A creature with darkvision can’t see through the spheres darkness, and nonmagical light cant illuminate it.

  • No sound can be created within or pass through the sphere. Any creature or object entirely in the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible within the spheres area.

  • A creature wholly inside the sphere cannot breathe.

As an action on each of your turns, you can move the sphere up to 30 feet, or increase the spheres radius by 5 feet.

At Higher Levels. When you cast this spell using a 6th level spell slot the Duration inscreases to 1 hour, 6 hours at 7th, 8 hours at 8th and 24 hours at 9th.

 

 

Workshop

Nope

5th-level conjuration

Casting Time:
1 action
Range:
60ft.
Components:
V, S
Duration:
Concentration up to 1 minute

You form an invisible ward around you to keep you at bay from a creature within range. The target must make a Charisma Saving Throw. On a failure, you can use your reaction to teleport to an unoccupied space within 30ft.

Charge Spell(wip)

2nd level evocation

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
1 round

You