Deltarune/Undertale Species & Spells

Two species rule over the Earth: Humans and Monsters. In peace and in war. In twisted and shattered corners of time. From the SOUL, the culmination of being, they are given form.

From their kinds are born three others: Soulless bodies who may reach beyond, the empty Vessels, undying Amalgamates of monsters exposed to a power beyond their understanding or control, and the Darkners, given will by the world of the Light.

Monsters

Beings born from souls of hope and magic, Monsters represent a vast diversity of forms and appearances, and encompass most magically-based life on Earth.

Living Symbolism

Unlike the harsh biological materialism of humanity, monsters are formed by one another through the will of the soul, and do not adhere to the logic of evolution. Instead, each new monster is made from the spiritual intention of their parents, and thus may take nearly any form, though most are of similar appearance to those who gave them life.

Intent and Magic

The souls of monsters give them a, for the most part, unique ability to to perform magic. This open expression of the soul allows monsters to perform feats that most humans can only dream of, but at the cost of being unable to numb themselves to the world. While kindness and warmth comes easily to most monsters, cruelty strikes at their very souls, and has the power to cut their fragile lives short.

Monster Traits

Your monster character has the following traits.

Ability Score Modification: Your Charisma score increases by 2.

Age: Most monsters have a similar lifespan to that of humans, but this is not the result of biological aging. Rather, a monster's lifespan is determined by their positive connections to others, and their inborn hope. When a monster gives up hope, they will become Fallen Down, and are incapacitated until their death 1d8 weeks later. A monster who loses all their family and friends, or otherwise experiences a great and sudden shock of trauma, may Fall Down regardless of their age.

Alignment: Due to the unique harm they can suffer from cruel treatment, monster society encourages goodness. Because of that same encouragement, monsters tend to be very free-minded and so lean slightly towards chaotic behavior.

Size: Almost all monsters are Medium, though they encompass the full range of that size class compared to humans. Those with the Boss Monster feat can be Large.

Speed: Your base speed is 30 ft.

Languages: You can speak, read, and write Common. If formally educated, you can also speak, read, and write Celestial.

Cruelty Sensitivity: Your soul is bare to the ravages of cruel behavior. If you are attacked by someone with active and malicious intent (not simply indifference to your life), they roll an additional d20 per attack. If the result of that roll is a natural 20, the attack is is a cruel attack and is a critical hit, otherwise resolve the attack as normal. If your own intent towards such a cruel attacker is friendly, their first attack on you is automatically a critical hit. All monsters can instinctively recognize a cruel attack that they percieve.

Open Soul: You have advantage on all Insight checks. Succeeding at an opposed Insight check always allows you to unerringly know at least the basic intentions of others (friendly, malicious, indifferent, etc).

Magical Nature: Select one cantrip. So long as it is possible for magic to function in your space, you can cast this cantrip as a spell-like ability. This cantrip does not count towards any limits imposed by class features, it is simply a part of you. You use your spellcasting modifier (defaulting to Charisma) with proficiency to cast this cantrip. Additionally, you may impose friendly intent on any spell you cast, causing it to do either non-lethal damage or no damage at your own discretion, and negating any instant death effect it has. The spell otherwise functions as normal.

Dust To Dust: Your body instantly crumbles to dust when you die, complicating the use of resurrection spells. You cannot be returned to life through a revivify spell, though raise dead will still function as normal so long as the caster has all of your dust. The DM judges the consequences of attempting this with only some of your dust.

Feat: Boss Monster

Prerequisite: Monster

You are a special form of monster with a somewhat stronger soul, and the following abilities:

  • You are immune to Falling Down under normal conditions. You are unaging unless you have living offspring, at which time you will begin to age and eventually Fall Down after 80-100 years.
  • You have a one-time opportunity to grow to Large size when you take this feat. If you do not, you will remain Medium.
  • Your soul can, for a few moments, replicate the ability of human souls to survive outside the body. If you die, you gain 1 HP and continue to roll a death saving throw each round - your soul will not shatter until you fail one more saving throw. During this time, any human, amalgamate, hybrid, or vessel can absorb your soul as an action.
  • You have a one-time opportunity to replace your Magical Nature cantrip with a 1st level spell. You lose access to the cantrip if you do so.

1

PART 1 | MONSTERS

Humans

Beings born from souls of virtue, humans are the only intelligent biological species on Earth.

Endless Determination

The power contained within a human soul is vast, each greater than any monster soul. The force known as determination allows humans to march ever forward, no matter the consequences or the wisdom of such an act. It is perhaps a mercy to the world that humans are rarely ever able to wield the force of magic outwardly, trapped by its own force within their souls.

Made Numb By Violence

Perhaps even more concerning than the power of determination, however, is the change that comes over humans if they choose to indulge in violence, cruelty, and wanton killing. This change, LV, gradually snuffs out what is kind and warm in a human, making them a threat to everyone around them, and most especially to monsters.

Human Traits

Your human character has the following traits.

Ability Score Modification: Your Strength and Constitution scores both increase by 1.

Age: Humans live between 70-120 years.

Alignment: Most humans are neutral, but once pushed to a stronger alignment, rarely ever turn back from it.

Size: You are Medium size.

Speed: Your base speed is 30 ft.

Languages: You can read, speak, and write Common.

Sovereign Soul: When you are reduced to 0 hit points, you can drop to 1 hit point instead. If subjected to an instant death effect, you can instead roll a death saving throw, resisting the effect if you pass. In either case, you can’t use this trait again until you finish a long rest.

Omnivorous: You have advantage on saving throws against organic poisons. This feature does not affect elemental or magical poisons.

Level of Violence: Humans are uniquely affected by the experience of engaging in unjustified violence and killing. If you kill someone without reasonable justification, or commit an atrocity of similar magnitude, roll a d20. On a roll of 10 or lower, you gain one LV. You can only gain one LV per day. See the Level of Violence table for the effects this has on you. All effects stack except for LV 1's, which is lost upon reaching LV 2. Reducing LV is only possible with sincere atonement, as judged by the DM.

Spiritual Virtue: Your soul is attuned to one of the seven virtues that humans practice when at their best. This attunement may be from birth or the result of a defining experience in your life, and is permanent. Normally, you get the strength and weakness of your soul virtue as listed here, but at the DM's discretion you may temporarally lose access to this feature when acting strongly against your virtue. If you are strongly expressing your virtue your eyes slightly glow its matching color, and may be dull and listless if you strongly oppose it.

Soul Virtues

Patience (Teal)


  • Strength: You neither suffer disadvantage from manuvering effects, nor do enemies again advantage on you because of them, even if you are completely surrounded.
  • Weakness: You cannot use your proficiency bonus on saves against conditions other than Poisoned, or saves against actions which impose some effect on you without causing damage.

Perseverance (Violet)


  • Strength: Once per day, if you fail a saving throw, you can choose to succeed instead.
  • Weakness: Whenever you gain a number of levels of exhaustion, you gain an additional level of exaustion.

    Integrity (Blue)


  • Strength: You can, as a reaction, negate a critical attack or an attack which would cause a creature to fail a death saving throw on any creature within 15ft of you. You can only use this feature once per short rest, and you cannot use it on yourself. If the crit damages multiple creatures, the damage is only negated for the creature you used it on.
  • Weakness: You cannot perform cruel attacks or benefit from any effect that makes it more likely to perform a critical attack. This does not affect rolling with advantage.

    Bravery (Orange)


  • Strength: You gain an additional use of Sovereign Soul per long rest. You gain a third use per long rest at 10th level.
  • Weakness: Your enemies receive advantage on Attacks Of Oppertunity against you, and if you use a Disengage action they may still make an Attack of Oppertunity on you without advantage.

    Kindness (Green)


  • Strength: You can, as a bonus action, return a stable or dying creature to 1 HP a number of times per day equal to your level divided by 2, but always at least once. You must touch them to perform this ability.
  • Weakness: You have the Cruelty Sensitivity trait. You lose access to the strength of this virtue if your LV is 6 or higher.

    Justice (Yellow)


  • Strength: You add your proficency bonus to damage rolls made when directly protecting the innocent or punishing those guilty of great evil. You must know this for a fact.
  • Weakness: You cannot benefit from any effects that rely upon or determine alignment, a creature's nature, or LV.

    Determination (Red)


  • Strength: You are proficient at death saving throws and any check to resurrect the dead, including yourself.
  • Weakness: You gain LV on a roll of 15 or lower instead of 10. You can never deal non-lethal damage with your attacks, unless the attack source is inherently non-lethal.

    2

    PART 2 | HUMANS

Level of Violence

LV Effect
1 Minimum LV. Monsters read indifference as friendliness when making Insight checks against you.
2-5 You add an additional d6 damage when making surprise attacks, sneak attacks, or cruel attacks.
6-10 You can, as a bonus action, roll a DC 15 Wisdom check against an opponent who you feel indifference or friendliness towards in order to develop active malice against them. You can only do this a number of times equal to your LV per day. You have disadvantage on Deception checks against monsters, and you have a flat affect unless you try to conceal it.
11-14 If you make a cruel attack on a monster, you regain HP equal to half your rolled attack damage. You have disadvantage on Deception checks against all intelligent creatures.
15-19 You crit on an attack roll of 19 (or 18, if you can already crit on a 19, and so on), as long as you have active malice towards your opponent. Anyone who succeeds on an Insight check against you gets the sense that you might be planning to kill them, even if you aren't.
20 Maximum LV. All targets of your attacks, even nonliving targets, are treated as if they have Cruelty Sensitivity. You permanantly lose access to all soul virtues other than Determination. This does not change your attuned virtue.

Amalgamates

The nightmarish consequence of a desperate wish to save monsters who had Fallen Down, Amalgamates were driven out of their forms and boundaries by exposure to human levels of determination.

Many Souls Living As One

Amalgamates are formed by a process once thought to be impossible - many monster souls inhabiting the same body, without their human counterpart. By means of concentrated determination, this unstable formula is maintained, even if those experiencing it would rather it was not.

Beyond Death

Because they are no longer truly alive, having Fallen Down and lost coherence, Amalgamates also cannot truly die. They may be capible of undertaking many of the tasks and wills that they would have sought in true life, but theirs is an artificial existence.

Amalgamate Traits

Your amalgamate character has the following traits.

Ability Score Modification: Your Constitution score increases by 2, and your Strength score increases by 1.

Age: Amalgamates are unaging and deathless. They remain permanantly at the average age of the amalgamated souls, and will survive until destroyed or they have fully expended their determination.

Alignment: The conflicting and delirious network of souls within an amalgamate causes them to be strongly chaotic. Although they no longer suffer the normal weakness of monsters to cruelty, few are truly evil - though they may have trouble controlling their emotions.

Size: Amalgamates are either Medium or Large, and can change between them by concentrating for a full minute.

Speed: Your base speed is 30 ft. You can swim and crawl on horizontal surfaces equal to your normal speed.

Languages: Can speak, read, and write the languages they knew in life. If creating a new amalgamate character, this is Common, Celestial, and a number of languages of your choice equal to their intelligence modifer. An amalgamate must concentrate in order to speak clearly - otherwise, the many voices within will speak over one another, their words mixing into gibberish. Amalgamates have the physical ability to speak languages that most living things do not, such as machine code and magically-enhanced languages, so long as they know them.

Fluid Souls: The many souls of an amalgamate carry with them several lifetimes worth of experience and skill, waiting to be unleashed. Every time you gain a class level, you may choose to change one skill proficiency to a different skill, or reroll one of your attributes. The roll for your attribute is 4d6, dropping the lowest dice. Non-rolled points of your attributes are maintained and added to the new total. You must accept the outcome of this roll. At 20th level, an amalgamate can activate this ability by concentrating for 24 hours.

Bound To Life: Amalgamates cannot be killed under normal circumstances. If reduced below 0 HP an amalgamate is incapacitated, but remains stabilized and does not roll death saving throws. Anyone adjacent to an incapacitated amalgamate may make a contested strength check to tear the souls within free of their imprisonment. The amalgamate must attempt to contest this action. If the attacker succeeds, the amalgamate fails one death saving throw. An amalgamate can also be killed by instant death effects or satisfying the determined goals of all souls within the amalgam.

Regeneration: Amalgamates regain 1d6+Con HP every minute, and will regrow any lost body parts within an hour of losing them.

Freedom of Form: An amalgamate is immune by nature to the bindings of polymorphic effects. An amalgamate who has been polymorphed may choose to end the effect as an action. Even a True Polymorph will fail.

Instant Salvation, Just Add Human?

Although it may seem like the main difference between a trapped amalgamate and an ascendant hybrid is the presence of a human soul, trying to introduce a human to the amalgam will not undo what has been done.

The bonds between monster souls in amalgam have degenerated into something even beyond the control of the monsters who formed them - a human soul cannot be inserted into this locked system.

Reversing an amalgamation is the province of miracles - a wish or similar power is needed.

3

PART 3 | AMALGAMATES

Vessels

An empty vessel, living and yet soulless. These beings, hollow and fateless, are of great interest to those who wish to study the nature of the soul through its absence.

Nothing Inside

Deprived of the light of the soul, a vessel is unable to fully feel emotions or bond with others, though they might in time develop a functional emulation of those things...or fill the emptiness within them using the souls of others.

Spaces Between

Because vessels are not truly products of the natural world, the rules of that world do not always fully bind them. Vessels show a unique power to shatter the boundaries of space and time, though such events are highly dangerous to anyone caught up in them.

Vessel Traits

Your vessel character has the following traits.

Ability Score Modification: Your Dexterity and Constitution scores both increase by 1.

Age: Vessels have no set lifespan, and survive until destroyed.

Alignment: Vessels tend to be strongly neutral as a consequence of their lack of emotions. However, because they also will not feel guilt unless they choose to, small numbers of vessels enter a downward spiral of self-stimulation through chaotic or evil actions.

Size: You are Medium size.

Speed: Your base speed is 30 ft.

Languages: You can read, speak, and write Common. You have advantage on attempts to read machine code, though you are unable to speak or write it.

Goner Soul: You are soulless. Effects which target the soul have no effect on you. You are only able to feel emotions in an intellectual sense, and even this requires you to concentrate and will yourself to feel that way. You can end a Charmed or Frightened condition on yourself as an action, once per long rest. If you absorb a soul, this trait is replaced by the Soul trait of that being until you are soulless again.

007748C4: You are able to become intangible for 120 realtime seconds, once every game session. In this state you and your equipment will pass through all other objects without interacting with them at all. You can still be percieved as normal, but cannot be damaged through any conventional means, and can move freely in any direction as if you were flying (maintaining your usual speed). If you are intersecting with solid matter when your intangibility ends, the consequences depend on what that matter is: Most inanimate matter will be deleted and replaced by you (but you may suffocate, if you are trapped by this), magically resistant objects will delete any intersecting part of your body, and animate matter will cause a violent separation, doing 5d10 force damage to both you and them.

Superpositioned: You cannot be moved through time unless you choose to allow it, and if subjected to an effect such as the Time Stop spell will instead will be free to act in the frozen time alongside the caster.

Darkners

Beings originating as inanimate objects in the world of the Light, they are given mind and form by a Dark Fountain, unleashed through a Lightner's determination.

Born From Darkness

Darkners only exist as they are by the power of the darkness which gave them life, and cannot continue without a constant supply of it. For most, this means permanant entrapment in the Dark World of their birth, though few seek to resist this fate to begin with.

Servants Of Light

"Darkners exist to serve Lightners", or at least this is what some believe. Certainly, it is true that a Dark Fountain, and thus Darkners, can only exist by the will of a Lightner to create them. Darkners of strong will and conviction, however, often find that service to Lightners is not the same as obediance.

Darkner Traits

Your darkner character has the following traits.

Ability Score Modification: You have 3 available attribute points. Distribute these based upon the nature of the object your character was created from.

Age: Darkners have no set lifespan, and survive until destroyed or permanantly turned to stone.

Alignment: Darkners are slightly lawful due to their nature as constructs. If they associate with specific Lightners for a long time, they may begin to reflect their morality.

Size: You are Medium size normally. In your item form, you may be Small or Tiny.

Speed: Your base speed is 30 ft.

Languages: You can read, speak, and write Common. In your item form, you can communicate telepathically with a person who is attuned to you.

Otherworldly Soul: You are immune to poison damage and the Poisoned condition. You have the powers and restrictions of one Common magic item as a spell-like ability, so long as it is reasonably similar to the Light World item you were made from and does not generate magical darkness. In your item form, others can use you as this magic item so long as you allow them to attune to you. Once a day, you can attempt to Charm and command a person attuned to you with a Charisma saving throw of DC 12+Cha modifier. This Charm lasts for 1d12 hours.

Darkness Dependency: You require access to magical darkness to sustain yourself. While in the radius of your Dark Fountain of origin, or a Pure Dark Fountain, you meet this requirement automatically. Spells and items which supply magical darkness can also sustain you. If you are ever without such darkness, you must make a DC 12 Constitution save every minute or become Petrified. You are also Petrified while in the area of an Antimagic Field. In either case, this petrification ends at the start of your turn once you regain access to magical darkness. If this happens in the Light World, you revert to your item form instead of being Petrified.

Purpose-driven: You have disadvantage on social skill checks made against Lightners for non-benevolent reasons.

4

PART 4 | VESSELS & DARKNERS

Souls And Hybrids

The SOUL is the culmination of one's being...for most beings, at any rate. To lose one's soul is a sorry fate, and in turn, to gain additional souls is a pathway to transcendent power.

Of course, it is not as simple as that. For souls, like cannot bind to like. Otherwise, humans would have abandoned individuality and claimed godhood long ago. Instead, it is the opposite that must occur - a splice between at least one human soul and at least one monster soul, and a body to hold them. It is this requirement that keeps hybrids rare, because it cannot truly be forced, something that the power hungry can rarely ever accept.

Losing a Soul

Your soul is the source of your Soul trait (or its lack, for vessels). For monsters, to lose one's soul is almost always synonymous with death. For humans, it is only mostly synonymous with death. A human soul will not shatter if removed from the body, but that body will struggle and eventually collapse - roll a DC 10 + the number of hours the soul has been absent Constitution saving throw every hour, failing a death saving throw with each failed Con save.

Unless your body carries a seperate conciousness, removing the soul leaves it incapacitated. Your awareness remains with your soul, but is weak and unfocused without the senses and feedback of corporial existence. Roll a DC 10 + the number of days your soul has been separate from your body Wisdom saving throw every day. Once you fail this save, you withdraw into the dreams of your memories and lose all awareness of the outside world until someone tries to awaken you, which requires you to pass a DC 20 Wisdom save.

As a disembodied soul, you have 10ft of hover movement per round and your current HP. You cannot speak but you can hear as normal, and have 60ft of 360 degree blindsight. Your AC is 10. You cannot attack but can dodge attacks. You can attempt to merge with an appropriate body as an action, but if that body already has an inhabitant they must allow you to enter. If your HP is reduced to 0 as a soul you are shattered and killed instantly, requiring at least a resurrection spell to be revived. Your soul sheds a dim light matching its color for 30ft, and leaves no remains when shattered.

Under normal circumstances, removing your soul from your body requires specific magic or dying. If you die before your soul is removed, you immediately withdraw into the dreams of your memories and your soul wanders aimlessly. Unless contained or otherwise tied to the world, a wandering soul will evaporate in 1d6 weeks.

Soul Splicing

To merge souls and create a hybrid requires three pieces - a human soul, a monster soul, and a body to hold them. This body can be a human, a monster, or a vessel. If the body has a conciousness, it must allow the soul(s) to enter, and vice versa.

The only exception is a soul which has withdrawn into the dreams of its memories - in this case, the body may simply take the soul and absorb it. This does not count as attempting to awaken the soul.

As long as one human soul and one monster soul are present, the hybrid is stable. As soon as that is not true, however, the splice collapses in a flash of wild magical power, expelling all remaining souls into the outside world.

Variant: Human-Monster Hybrid

The hybrid has the following properties:

  • The hybrid has 20 in each physical attribute if the body would have less, and the hybrid has the highest mental attributes among the souls. The current HP of all souls is added together.
  • The hybrid has the traits of all the souls, except for Cruelty Sensitivity, Dust to Dust, Goner Soul, and Level of Violence, which are lost until the splice ends.
  • The hybrid has the highest proficiency modifier and all proficiencies of the souls.
  • The highest number of spell slots of all souls is shared. The prepared spells of each soul are added together. For every human soul in the splice, the effective level of each spell cast increases by 1.
  • If seven human souls are present in the splice, the hybrid has the ability to cast wish once per day.
  • The hybrid can only take its normal number of physical actions per turn, but each conscious soul in the splice can independently take a purely mental action such as a perception check. This does not include spellcasting.
  • Only one soul's class abilities can be used at a time. This can be changed each turn as a mental action, that soul's class abilities being adopted. The souls must agree to this.
  • The spliced souls must agree upon the actions they take. If there are an equal number of souls who disagree, the hybrid will be unable to do anything but argue with itself. Otherwise, majority rules.
  • All souls and the hybrid act as a bloc - first the souls agree on what the hybrid should do, then the souls act, then the hybrid acts.
  • Souls that have withdrawn into their memories don't get a vote or count towards majority, but can roll a Wisdom save to awaken if the souls order the hybrid to do something something which is fundamentally against their nature. If successful, they awaken and get to vote before the action takes place. Conscious souls may attempt to awaken other souls as a mental action.
  • An unwilling soul may attempt to actively sabotage the soul splice. This soul can, with its action, make opposed Charisma checks against the soul who's class is currently being used. On a success, this forces the hybrid to do something not directly harmful to itself on its turn, such as redirecting the hybrid's attack to miss.
  • An unwilling soul may also attempt to break free from the splice entirely, which requires passing a DC 20 Charisma saving throw. If the soul fails this check by 10 or more, it falls into the dreams of its memories.
  • The hybrid can release some or all souls within, as an action. It can place them directly within a body it is touching, or release them to open air. The soul(s) must agree to leave.
  • If the hybrid is inhabiting an independently conscious body such as a vessel, it is treated as a conscious soul except that it cannot break free from its own body.

    5

    PART 5 | SOULS & HYBRIDS

Spells

Barrier

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: 100 feet
  • Components: V S M (up to seven human souls, optional)
  • Duration: Until dispelled

A magical barrier appears, blocking an entryway up to 500 ft in diameter. The blocked area of the entryway must be contiguous for the barrier to take hold. The barrier appears as a glowing warped space, seeming to extend forward infinitely but utterly impassible. The barrier is opaque, but light, sound, and inanimate matter can pass through it.

The impassibility of the barrier and the level of the spell depends on the number of human souls used by the caster or casters in creating it. With zero souls, the barrier is only impassible to monsters and vessels, and can be removed with Dispel Magic or any other normal antimagical effect.

If one or more human souls is used in the casting, the barrier becomes impassible to all animate creatures except for hybrids, who can pass through without effort. Each soul raises the level of the spell by one, until it reaches 9th level with seven souls used. At 3rd through 8th level, Dispel Magic or other antimagical effects can still remove the barrier, but requires that an equal number of human souls as created it participate in its removal. In either creating or destroying barriers, the souls do not have to be willing, but each actively resisting soul forces the caster to pass a Wisdom saving throw equal to 5 x the number of resisting souls, or the spell is wasted.

If cast at 9th level, only a wish spell can destroy the barrier.

Birthday Card

1st-level evocation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S M (paper or cardstock, which is consumed)
  • Duration: Until dispelled or triggered

A spell popular among monster children, which gives a card the property of producing a complex pattern of magical bullets determined by the caster. These bullets shoot out of the card when opened for up to 6 seconds in a 10ft cone originating from the inner face of the card. Their order, color, and the sound they make while flying is determined by the caster. It is possible for a skilled crafter to make short messages or works of art with this. The quality of the effect is determined through a Performance check made when the spell is first cast.

Each creature caught in the cone can make a Dexterity saving throw, taking 1d6 force damage on a failed save, or half on a successful one. This spell was originally meant to make use of the ability of monsters to negate this damage when casting, and ironically, is instead sometimes used to trick monsters into allowing themselves to be struck by it.

Detect LV

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S V M (a single grain of monster dust)
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence of a creature with more than one LV within 30 feet of you. The strength of this sensation is based on the number of LV they have: 2 is barely noticible, while 20 is nearly overwhelming.

While under the effects of this spell, you are able to fully see and know the implications of a hostile creature with LV, and so do not suffer the effects of Cruelty Sensitivity unless the attacker's LV is 20.

IceShock

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Ice blooms on the surface of a targeted creature, doing 4d10 cold damage on a failed Constitution save or half on a successful one.

If a creature is reduced to or below 0 HP by this, they are frozen in place as an ice statue, and will automatically fail their death saving throw each turn until they are broken free. Even if stablized or healed to consciousness, they remain inside the statue and will begin to suffocate if they need air to live. Breaking the statue requires a DC 13 Strength check, and a conscious creature within the statue has disadvantage on this check.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d10 for each spell level above 3rd.

Karmic Poison

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Concentration, up to 10 minutes

You fill yourself with the power of revenge for the murdered dead. Until the spell ends, your weapon attacks deal an extra 1d4 x the target's LV poison damage on a hit. This poison is magical in nature.

6

PART 6 | SPELLS

Karmic Stain

4th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Up to one month

You touch a creature and force it to make a Charisma saving throw. If they succeed nothing happens, but if they fail, their skin or equivalent is marked with glowing words and/or images showing a signifignant evil they have done which you are aware of. The glow is strong enough to cast dim light and make words legible through through normal clothing. You may choose to end this spell as a free action at any time.

If the creature successfully obscures the marks, they itch and burn relentlessly, making them unable to concentrate and inflicting a 1d12 psychic damage for every hour it endures. This ends an hour after they leave the marks exposed again.

At Higher Levels: When you cast this spell using a spell slot of 5th level, the duration increases to one year. At 6th level or higher, it is permanent until ended.

Pacify

Cantrip enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instant

You magically communicate your desire to stop fighting to a creature which you are in combat with. This must be a sincere desire, if not, the target is instead made aware you're trying to trick them into letting their guard down and becomes immune to this spell for 24 hours.

If sincere, the target makes a Charisma saving throw. On a success, they receive your message but are under no further effect. On a failure, the emotional imprint of your desire to stop fighting gives them disadvantage on attacks against and Persuasion checks from you and your allies until one of you causes them damage. Once that happens, they are immune to this spell for 24 hours.

This spell is not mind control, it is merely an emotional battering ram that a reasonable person might listen to. Extremely hostile or committed creatures are very likely to reject it. This spell does not work on creatures who are mindless or lack any understanding of peace, such as most abberations. Ultimately, the actions of the player characters are what will determine if this spell is useful in ending a fight peacefully.

Pierce The Earth

4th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S M (A sharp object capible of stabbing that can be held in the hand)
  • Duration: Instant

You plunge your blade into the Earth, and call forth a Dark Fountain. You must have access to the ground (ground floors count) and be a Lightner to cast this spell. A column of light and force will erupt from the where your blade struck the ground, knocking you 10 ft backwards. Then, magical darkness will begin to flow from the newly created fountain, doubling every round until it has reached maximum radius. Anyone caught in this is immediately transported to the resulting Dark World.

The Roaring Counter increases by 1.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the Dark Fountain's radius doubles and the Roaring Counter increases by 1 for each spell level above 4th. Additionally, casting this spell at 9th level produces a Pure Dark Fountain instead of a standard one.

Red Buster

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bladed weapon you are wielding)
  • Duration: Instant

You swing your weapon, unleashing an edge of magical force that travels through the air to slice your target. Make a ranged spell attack, doing 2d8 + your spellcasting ability modifier slashing damage on a hit.

Red Buster produces an exceptionally sharp edge, and does double damage against inanimate objects, slicing them in half if the object is destroyed. Chains, ropes, and cables are automatically severed unless they have magical durability. Defensive spells that form a shield around a creature are ignored by Red Buster.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you add 1d8 slashing damage for each level above 2nd.

Save

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Up to 2 minutes

You unleash the power within your soul to save yourself and others. To cast this spell you must have a soul and not have an LV greater than 1. If you deal damage to another creature, this spell ends immediately.

While under the effects of this spell, you gain the following benefits:

  • You cannot die for the spell's duration. You are immune to instant death effects and return to 1 HP at the start of your turn if you have less than that.
  • You can awaken a withdrawn or imprisoned soul in your presence as a bonus action, without rolling.
  • You can use your reaction to force an attack to target you instead of someone else, as long as you are a valid target.
  • You gain +10 on all rolls made with the intention of convincing a hostile creature to stop fighting.
  • Within 240 feet of you all creatures roll death saving throws with advantage, and exposed souls will refuse to shatter.

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PART 6 | SPELLS

SnowGrave

9th-level evocation


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: S
  • Duration: Instant

You levitate 20 feet into the air and summon an intense whirlwind of snow and ice, 60 feet wide and 500 feet tall. You fall slowly to the ground after this happens. Creatures within the whirlwind must make a Constitution saving throw. On a success, they take 30d8 cold damage and are trapped in ice, requiring a DC 20 Strength check to break free. Any creature trapped within the ice has disadvantage on breaking it, and cannot breathe.

On a failure, the creature is frozen solid by the spell, down to their very soul. They are killed instantly but perfectly preserved in the block of ice that results. Their soul remains in the ice and does not pass on to any afterlife, and their body does not decay or change. If the creature is protected against instant death effects, they get the results of passing the save.

In either case, the ice produced by SnowGrave is magical in nature, and will not begin to melt unless exposed to temperatures 10 times the melting point of ice, or magical fire. It can be shattered in the same way as normal ice, but it is very thick. If this spell is cast in a lit area, the snow in the whirlwind produces a violent maelstrom of light, causing all creatures who see the spell cast to be Blinded and Stunned until the start of the caster's next turn. The entire casting range of the spell is blanketed with light snowfall after casting it.

Ultimate Heal

1st-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V S
  • Duration: Instant

You shoot a small "fireball" of healing energy from your hands, hitting the targeted creature unless they attempt to dodge. This energy heals them for 1d2+ your spellcasting modifier.

At Higher Levels: This spell continuously improves as it is cast above 1st level. It doubles in range and adds one die of the next largest size category (adding d100 at 8th level and d1000 at 9th level), and it gains the following properties at each of the following levels:

Ultimate Heal Improvement
Casting Level Effect
2nd Healing dice explode on a max roll
3rd All valid creatures in the casting range are stabilized even if not targeted
5th 25 foot radius effect centered on target, which doubles on every level above 5th
7th Ends all conditions and curses
9th Regeneration of missing body parts over the next hour, casts Revivify on all valid creatures in the casting range even if not targeted

And A Magic Item...

Darkness Cloak

adventuring gear (wondrous item, shoulders)

Category: Items

Item Rarity: Uncommon

This cloak (with optional hat) brims constantly with magical darkness. You can, as an action, cause this cloak to obscure your body in darkness or to make the darkness relent.

Although it is not sufficent to hide your identity entirely, anyone trying to identify you must roll with disadvantage if they've never connected your apperance with the darkness to your apperance without it.

This quantity of magical darkness will sustain a darkner who is wearing the cloak for the purposes of Darkness Dependency.

Thanks To:

  • The Homebrewery, for making this formatting possible

  • Toby Fox, for making Deltarune and Undertale

  • The developers of 5th Edition DnD, for reviving my love of DnD

  • r/Deltarune and r/Undertale, for filling my head with headcanon rot

  • r/DnDMemes, r/DnDNext, r/DnDHombrew, and r/UnearthedArcana, for filling my head with homebrewing rot

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PART 6 | SPELLS & END