Spell Lists:

Arcane: Admonishing Ray, Agitate, Burning Hand, Fleet Step, Air Burst, Anticipate Peril, Befuddle, Briny Bolt, Chilling Spray, Conductive Weapon, Draw Ire, Endure, Friend Fetch, Jump, Mage Armor, Magic Missile, Mud Pit, Shocking Grasp, Sleep, Snowball, Wall of Shrubs, Color Spray, Horizon Thunder Sphere

Divine: Admonishing Ray, Concordant Choir, Harm, Heal

Primal: Air Burst, Briny Bolt, Burning Hand, Chilling Spray, Conductive Weapon, Fleet Step, Jump, Mud Pit, Shocking Grasp, Snowball, Wall of Shrubs, Buffeting Winds, Heal, Horizon Thunder Sphere

Occult: Agitate, Draw Ire, Endure, Friend Fetch, Mage Armor, Magic Missile, Sleep, Biting Words, Color Spray, Concordant Choir

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Persistent Damage: some cantrips and spells in this mod applies an ongoing damage effect to its target. persistent damage last for 10 turns or until a successful save at the end of the target's turn.

Damage: the damage of some of those spells may be lower at lower levels (spell level 1-2) but they out scale 5e blast spells at higher levels. e.g. burning hands here is 2d6 + 2d6 per upcast where as in 5e its 3d6 + 1d6 per upcast
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Admonishing Ray: 54m range, 2d6 non-lethal bludgeoning damage. +2d6 dmg per spell level

Agitate: 9m range, +3m movement speed, 2d8 psychic dmg on a failed wisdom save. if the target does not move on its turn, it takes 2d8 psychic damage at the end of its turn. +2d8 dmg per spell level

Air Burst: Bonus action, 1.5m around caster, on a failed constitution saving throw, pushed 1.5m away from caster. +1.5m radius, + 1.5m push range per spell level

Anticipate Peril: 9m range, +1 initiative to target and it can not be surprised for the rest of the day. +1 additional initiative per spell level

Befuddle: 9m range, apply reduce targets Dexterity, Intelligence, Wisdom, and Charisma score by 2 on a failed wisdom save or 1 on a successful one. the ability score reduction lowered by 1 every turn until the creature fully recovers. +1 additional ability score reduction on a success per spell level

Briny Bolt: 18m range, 2d6 bludgeoning damage and your target is blinded for 1 turn. +2d6 bludgeoning dmg per spell level

Burning Hand: 4.5m cone, 2d6 fire damage on a failed dex save, or half as much on a success. +2d6 fire damage per spell level

Chilling Spray
: 4.5m cone, 2d4 cold damage, and reduce movement speed by 3m on a failed dex save, or half dmg and no additional effect on a successful one. +2d4 cold damage per spell level

Conductive Weapon: Self, +1d6 lightning damage to your equipped weapon, on a critical hit, lightning arcs to 2 nearby targets dealing 1d6 lightning damage. No upcast effects

Draw Ire: 36m range, deal 1d10 psychic damage to a target on a failed wisdom save, and the target has a -1 penalty to attack other creatures. +1d10 psychic damage, +1 penalty per spell level

Endure: Bonus action, touch, grant your target 5 temporary hit point for 1 turn. +5 temporary hit points per spell level

Fleet Step: you gain 18m of movement speed for the next minute. No upcast effects

Friend Fetch: 9m, drag an ally to you. +1 target per spell level

Jump: Bonus action, you may jump once on your current turn for 9m without costing movement. Duration increased to 10 turns at 3rd level, 100 turns at 5th level, and until long rest at 7th level or higher.

Mage Armor: +1 AC +1 to all saving throws. +1 AC per spell level, +1 to all saving throws per 2 spell levels

Magic Missile: 1d4+1 damage unerring dart of force.
- bonus action -> 1 missile
- action -> 2 missiles
- action + bonus action -> 3 missiles.

+1/+2/+3 missiles per spell level

Mud Pit: create a mud pit in range, and possibly restrain targets in the thick mud on a failed dexterity saving throw. Radius of the surface increases per spell level

Shocking Grasp: touch, 2d12 lightning damage on hit and 1d4 persistent lightning damage. +1d12 damage +1 persistent damage per spell level

Sleep: target creature and those next to it falls asleep for 10 turns on a failed wisdom saving throw. when casted with a 4th level spell or higher, those who failed the saving throw is also disarmed, and those who succeeded still falls asleep for 1 turn. 

Snowball: 9m range, 2d4 cold damage, reduce movement speed by 3m. +2d4 cold damage per spell level

Wall of Shrubs: 9m range, summon a wall of shrub that is 4.5m long. when creature walks over it they take 2d4 piercing damage (same as spike growth). +3m range, +1.5m length per spell level.

Biting Words: Concentration, 9m range, deal 2d6 psychic damage to a target on a failed wisdom save, and as a bonus action you can do so again for the next 10 turns. +2d6 psychic damage per spell level

Buffeting Winds: 4.5m cone, dex save, 2d4 bludgeoning damage which is non-lethal only to the living. Undeads are additionally pushed 1.5m away on a failed saving throw. +2d4 dmg

Color Spray: 15ft cone, Wisdom save, stunned for 1 turn and dazzled for 1 minute on a fail, or dazzled for 1 turn on a success. (dazzled applies disadvantage on attack rolls). no upcast effects

Concordant Choir: 9m range, Wisdom save for half damage.
- Bonus action 1d4 psychic damage to a single target
- Action 2d4 psychic damage to target and those within 10ft
- Action + Bonus action 2d4 psychic damage to all creatures within radius

+1d4/+2d4/+2d4 dmg per spell level

Harm: harm the living and heal the undead (constitution save or damage)
- Bonus action, 1 target, touch range, 1d8 damage to living or 1d8 healing to undead. +1d8/+1d8 per spell level
- Action, 1 target, 9m range, 1d8 damage to living or 1d8+8 healing to undead. +1d8/+1d8+8 per spell level
- Action + Bonus action, all targets within 9m, ignore living allies, 1d8 dmg to living and 1d8 healing to undead. +1d8/+1d8 per spell level

Heal: Exact opposite of harm

Horizon Thunder Sphere: throw a ball of lightning at your foe(s)
- Action, 9m range, 3d6 lightning damage on hit. +2d6 damage per spell level
- Action + Bonus action, 18m range, 3d6 lightning damage on hit, half damage on miss. +2d6 per spell level
- Action + Bonus action (2 turns)*, 18m range, 3d6 lightning damage on hit, half damage on miss, and the lightning explodes, dealing 2d6 lightning damage on a failed dex save to surrounding creatures. Afterwhich you are charged with lightning and any creatures who hit you with a melee attack take 1 lightning damage. +2d6/+2d6/+1 per spell level.

*action surge + thief's second bonus action can cast this spell in 1 turn.

Hydraulic Push: 18m range, ranged spell attack, 3d6 bludgeoning damage, push target 5ft away. Heightened 1, +2d6

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