Aedric's Containment Sigil
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S
DURATION Concentration, up to 1 minute
SCHOOL Abjuration
ATTACK/SAVE CON Save
DAMAGE/EFFECT Force

You inscribe a restrained sigil of containment upon a creature you can see within range, binding its use of magic within controlled limits.


Choose one creature within range. Until the spell ends, the first time on each of your turns that the target casts a spell or activates a magical effect, you can use your reaction to impose containment upon that effect. When you do, the target must succeed on a Constitution saving throw or have its magic constrained:


The spell or effect still occurs, but you choose one of the following limitations:

  • Dampened Output: Any damage or healing from the effect is reduced by 1d6 + your spellcasting ability modifier (minimum reduction of 1).
  • Restricted Reach: The spell's range or area is halved (minimum of 5 feet).

On a successful save, the spell is not constrained, but the target takes force damage equal to your spellcasting ability modifier as the sigil strains against the magic. If the triggering spell requires concentration, this damage occurs before the target begins concentrating on that spell. This damage doesn't force a Constitution saving throw to maintain concentration for that spell, but it can affect any concentration the target was already maintaining.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you enhance your control over the contained magic:

  • The maximum spell level you can affect increases by 1 for each slot level above 1st.
  • The damage or healing reduction increases by 1d6 per slot level above 1st.
  • You can choose two different limitations instead of one when the target fails its saving throw.

LEVEL 3rd
CASTING TIME 1 Reaction
RANGE/AREA Self (10-foot Emanation)
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Abjuration
CLASSES Cleric, Sorcerer, Wizard

When you are forced to make a saving throw, you can use your reaction to conjure a shimmering sphere of arcane warding centered on yourself. The sphere has a 10-foot radius. Until the triggering saving throw is resolved, each creature within the sphere, including you, gains a +2 bonus to the saving throw.


At Higher Levels:

  • When you cast this spell using a 5th-level spell slot, the bonus increases to +3, and the sphere's diameter increases to 20 feet.
  • When cast using a 7th-level spell slot, creatures within the sphere that succeed on the saving throw gain resistance to the triggering damage, and the sphere's diameter increases to 25 feet.
  • When cast using a 9th-level spell slot, creatures that succeed on the saving throw take no damage, while creatures that fail take only half damage. The sphere's diameter increases to 30 feet.
Blazing Spirit
LEVEL 2nd
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V, S, M* (a piece of charcoal; a beast totem; a silken string)
DURATION Instantaneous
SCHOOL Evocation
ATTACK/SAVE None
DAMAGE/EFFECT Fire

You summon a totem spirit of fire that darts toward a target creature or object of your choice that you can see within range.


Make a ranged spell attack against the target creature or object. On a hit, the target takes 2d10 fire damage and is ignited. An ignited target must use a bonus action to douse the flames or take 1d10 fire damage at the start of each of its turns.


On a hit, you can direct the totem spirit to another target creature or object within 30 ft. of the last target designated. The totem spirit can target any additional objects or creatures within 30 ft of a target hit by this spell until a spell attack misses. This target can be yourself, granting advantage if you choose yourself as the target and disadvantage from it being a ranged attack. An attack automatically fails if the target creature is immune to fire damage or an object is not flammable.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the hit damage increases by 1d10 for each slot level above 2nd.

Comet Rush
LEVEL 2nd level
CASTING TIME 1 Action
RANGE Self
COMPONENTS V, S
DURATION Concentration, 1 minute
SCHOOL Transmutation
ATTACK/SAVE None
EFFECT Double speed, +2 AC

Until the spell ends, your speed is doubled, and you gain a +2 bonus to AC.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you gain a +5 bonus to your total movement speed, advantage on Dexterity Saves, and the increase to AC is increased by 1 for every two slot levels above 2nd.

Erupting Pyre
LEVEL 2nd
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Evocation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Fire

As you snap your finger, a dead creature within range explodes with furious energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. Each creature within the radius of the targeted corpse takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell.


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

Fenfa's Concealment
LEVEL Cantrip
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS S
DURATION Until Dispelled or Triggered
SCHOOL Conjuration
ATTACK/SAVE None
DAMAGE/EFFECT Utility

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains until the spell is cast again.


Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. Objects in this space are unharmed and unaffected by external sources. A creature is not considered an object and cannot be affected by this spell.

Jolt
LEVEL Cantrip
CASTING TIME 1 Action
RANGE/AREA 90 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Evocation
ATTACK/SAVE Ranged Spell Attack
DAMAGE/EFFECT Lightning

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage.


This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shooting Stars
LEVEL 3rd level
CASTING TIME 1 Action
RANGE 120 ft
COMPONENTS V, S, M
DURATION Instantaneous
SCHOOL Evocation
ATTACK/SAVE Dexterity saving throw
DAMAGE/EFFECT Radiant

Eight bright stars of light flash from the sky to up to 8 targets you choose within range. Each creature must make a Dexterity saving throw. A target takes 1d6 radiant damage per star that targets them on a failed save, or half as much damage on a successful one.


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

Slingshot
LEVEL Cantrip
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Transmutation
ATTACK/SAVE None
DAMAGE/EFFECT Bludgeoning, Piercing, or Slashing

You hurl an object in your possession or an unattended object within 15 feet of you at a target that you can see within range. The object's size must be tiny and must not weigh more than 1 pound.


Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the form of the projectile being used for the attack.


If the object isn't considered ammunition (such as a mug or book), the object takes the same amount of damage, and the damage is force damage. Once an attack has been made, the magic affecting the object ends.


You can create multiple projectiles when you reach higher levels: you can fling two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the projectiles at the same target or at different ones of your choice. Make a separate attack roll for each projectile.

Soul Infusion
LEVEL 3rd
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S, M* (Blood Dagger)
DURATION Concentration, 1 minute
SCHOOL Enchantment
ATTACK/SAVE None
DAMAGE/EFFECT Buff

You call upon the power of your ancestors, infusing their ancient abilities with your own. As an action, you summon the spirits' energies to grant you one of the following benefits for the duration:

  • Shield: Your AC increases by 2.
  • Sword: Your weapons gain the finesse property, or if they already have finesse, they gain a +2 bonus to attack rolls.
  • Bow: You gain a +2 bonus to damage rolls with ranged weapons and suffer no disadvantage when firing within 5 feet of a hostile creature.
  • Staff: Your spell attack bonus increases by 2 and the DC for your spells increases by 1 for the duration.

At Higher Levels: When you cast this spell at 6th level, you may choose two options and the bonus chosen is increased by 1. When you cast this spell at 9th level, you may choose 3 options and the bonus chosen is increased by 2.

Spell Syphon
LEVEL 3rd
CASTING TIME 1 Hour
RANGE/AREA Touch
COMPONENTS V, S, M* (a Ruby worth 100gp and a magic item containing the spell you want to Syphon, which the spell consumes)
DURATION Instantaneous
SCHOOL Enchantment
ATTACK/SAVE None
DAMAGE/EFFECT

You sit down with a magic item that is not of legendary or artifact rarity, which contains at least one spell you don't know or can prepare, and the spell is of a level you can cast. The item must be able to cast the spell once while performing the ritual. At the end of the ritual, you pull a spell contained within the magic item, and it is learned. When at least one spell is learned with this ritual, the item is destroyed.


You can cast this spell at a higher level to syphon more than one spell from an item. For every spell slot higher than 3rd, you can syphon one additional spell from the item before it's destroyed.

Vampire's Bluster
LEVEL 2nd
CASTING TIME 1 Reaction *
RANGE/AREA 30 ft
COMPONENTS V, S, M ** (Drop of your own blood)
DURATION Instantaneous
SCHOOL Necromancy
ATTACK/SAVE None
DAMAGE/EFFECT Healing, Temporary Hit Points

You cut a fine line across your finger and fling the droplets onto a target within range that has just been hit by an attack. The target regains 1 hit point, and you lose 1 hit point. As long as the target has not died, they gain temporary hit points equal to your proficiency bonus.


At Higher Levels: When casting the spell at 3rd level or higher, the amount of temporary hit points is increased by your proficiency bonus for every level higher than 2nd level.


* - This spell can be cast as a reaction when an ally within 30 ft is hit by an attack.


LEVEL 3rd
CASTING TIME 1 Action
RANGE/AREA 90 ft
COMPONENTS V, S, M (a small crystal bead set inside a delicate wireframe octahedron, worth at least 25 gp)
DURATION Concentration, up to 1 minute
SCHOOL Evocation
ATTACK/SAVE None
DAMAGE/EFFECT Radiant
CLASSES Wizard (DM may also add Sorcerer/Warlock)

You conjure a hovering particle-lattice: a brilliant core-orb suspended inside interlocking three-dimensional spectral frames—octahedra, cubes, and cones of razor-bright radiance. The shapes are translucent like blown glass lit from within, their edges traced in searing lines, shedding prismatic motes as they rotate and "click" into perfect alignment.


Choose a point within range. A radiant octahedral volume manifests there, centered on that point. The octahedron's vertices extend 10 feet from the center (so it spans 20 feet from tip to tip).


The lattice is translucent and does not block line of sight, and creatures and objects can pass through it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.


Molecular Shear

When you cast the spell, choose any number of creatures you can see within range to be ignored by the lattice (typically your allies). The chosen creatures are unaffected by this spell for its duration.


For all other creatures:

  • A creature takes 2d8 radiant damage when it enters the octahedron's space for the first time on a turn.
  • A creature also takes 2d8 radiant damage if it starts its turn inside the octahedron's space.

Particle Beam

Until the spell ends, you can use an action to fire a beam of compressed radiance from the core-orb at one creature you can see within 60 feet of the octahedron. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher:

  • The octahedron's size increases: the distance from its center to each vertex increases by 5 feet per slot level above 3rd (so 15 ft at 4th, 20 ft at 5th, etc.).
  • The damage increases by 1d8 per slot level above 3rd for Molecular Shear and Particle Beam.

This spell was created by Zekial Reign.