Spell Lists:

Arcane: Acid Arrow, Blazing Amory, Blood Vendetta, Boneshaker, Brine Dragon Bile, Create Food, Extract Poison, Feast of Ashes, Final Sacrifice, Fireproof, Waterproof, Flame Wisp, Impeccable Flow, Loose Time's Arrow, Resist Energy, Scorching Ray, Telekinetic Maneuver, Warrior's Regret

Divine: Blazing Armory, Blood Vendetta, Boneshaker, Clawsong, Create Food, Death Knell, Final Sacrifice, Fireproof, Impeccable Flow, Mimic Undead, Remove Fear, Remove Paralysis, Resist Energy, Restore Senses, Sound Burst, Warrior's Regret

Primal: Acid Arrow, Barkskin, Blazing Armory, Boneshaker, Brine Dragon Bile, Clawsong, Create Food, Extract Poison, Feast of Ashes, Final Sacrifice, Fireproof, Waterproof, Flame Wisp, Impart Empathy, Loose Time's Arrow, Remove Fear, Remove Paralysis, Resist Energy, Restore Senses, Scorching Ray

Occult: Blistering Invective, Blood Vendetta, Death Knell, Feast of Ashes, Final Sacrifice, Impart Empathy, Loose Time's Arrow, Mimic Undead, Remove Fear, Remove Paralysis, Resist Energy, Restore Senses, Sound Burst, Telekinetic Maneuver, Warrior's Regret

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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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Acid Arrow: 36m range, ranged spell attack 3d8 acid damage + 1d6 persistent acid dmg on hit. Heightened 2, +2d8 initial, +1d6 persistent

Barkskin: Touch, target take 2 less physical damage from any source until long rest. Heightened 2, +2 additional damage reduction

Blazing Armory: Self, summon a fire scimitar (looking to make more weapon variants but can not find any good in game model, if you know of any cool looking fire based weapons leave a comment)
- 2nd level, 2d6 fire dmg, light, finesse, +1 weapon enchantment
- 3rd level, 3d6 fire dmg, light finesse, +1 weapon enchantment, on crit deal 1d10 persistent fire damage
- 5th level, 4d6 fire dmg, light, finesse, +2 weapon enchantment, on crit deal 1d10 persistent fire damage
- 7th level, 4d6 fire dmg, light, finesse, +3 weapon enchantment, on crit deal 2d10 persistent fire damage
- 9th level, 5d6 fire dmg, light finesse, +3 weapon enchantment, on crit deal 3d10 persistent fire damage

Blistering Invective: 9m range, Wisdom save, 2d6 persistent fire dmg on fail, half on success. Heightened 1, +1 target, Heightened 2, +2d6 persistent fire damage

Blood Vendetta: 30ft, reaction, when damaged, apply 2d6 bleed damage to target on a failed Wisdom save, half on success. Heightened 2, +2d6 persistent bleed damage

Boneshaker: 18m range, Constitution save. Heightened 2, +3d8 bludgeoning damage
- Action: deal 3d8 bludgeoning damage, half on save
- Action + Bonus Action: Deal 3d8 bludgeoning damage and pull/push target 9m and enfeebled 1 (reduce str by 1) for 10 turns, half dmg pull/push 1.5m on save.

Brine Dragon Bile: 30ft, reaction, ranged spell attack, when a creature is damage by piercing or slashing damage, deal additional 2d6 persistent acid damage to target. Heightened 2, +2d6 persistent acid

Clawsong: 9m, +1d6 unarmed slashing damage for 10 turns, Concentration. Heightened 2, +1d6 unarmed slashing damage

Create Food: 9m, create 20 supplies worth of food. Heightened 1, +20 supplies

Death Knell: Touch, target a corpse, +10 temporary hit points, +1 to attack rolls for 100 turns. Heightened 2, +10 temporary hit points, +1 attack rolls.

Extract Poison: Touch, remove poisoned condition from a creature and gain a vial of Basic Poison.

Feast of Ashes: 18m range, Constitution save, apply fatigue (-1 to AC and Saves) and Unsated Hunger (take 1d4 necrotic damage and reduce max hp by 4 at the start of each turn) for 1 minute. Heightened 1, +1d4 necrotic damage, +4 max hp reduced

Final Sacrifice: 36m range, Dexterity save for dmg, obliterate one of your (or your friend's) summons, and deal 6d6 fire damage within 4m of it, Half damage on save. Heightened 1, +2d6 fire damage

Fireproof: Self, take 10 less fire damage and become immune to the burning status
- 2nd level: 100 turns
- 4th level: until long rest
- 6th level: indefinite

Waterproof: Self, take 10 less water damage and become immune to the wet status
- 2nd level: 100 turns
- 4th level: until long rest
- 6th level: indefinite

Flame Wisp: Self, until long rest. You can make 3 attacks that bounce a flame wisp to an additional target, dealing 1d4 fire damage. whenever you cast a spell and do fire damage, you recover 1 wisp. Heightened 2, +1 additional bounce, +1d4 fire damage.

Impart Empathy: Touch, Concentration, add your spellcasting modifier to target's persuasion checks until long rest.

Impeccable Flow: Touch, Concentration, your target gain a +1 bonus to skill checks, saving throws, and attack rolls. Heightened 2, +1 additional bonus.

Loose Time's Arrow: 9m range, 3 targets, each target can dash once for free on their turn for 2 turns. Heightened 1, +1 additional target, +1 turn duration

Mimic Undead: Self, gain the undead tag, become resistant to Necrotic damage but vulnerable to Radiant damage.

Remove Fear: Remove any frightened condition and make the target immune to it for 10 turns
- 2nd: Touch
- 4th: 9m range
- 6th: target 10 creatures

Remove Paralysis: Remove any paralyzed condition and make the target immune to it for 10 turns
- 2nd: Touch
- 4th: 9m range
- 6th: target 10 creatures

Restore Senses: Remove any Blinded or Deafened condition and make the target immune to them for 10 turns
- 2nd: Touch
- 4th: 9m range
- 6th: target 10 creatures

Resist Energy: Touch, until long rest, choose between Acid, Cold, Fire, Lightning, and Thunder, the target take 5 less damage of that type.
- 4th level: take 10 less damage of that type
- 7th level: take 15 less damage of that type

Scorching Ray: 18m range, ranged spell attack.
- Bonus Action: 2d6 Fire damage, 1 ray. Heightened 1, +1d6 fire damage
- Action: 4d6 Fire damage, 2 rays. Heightened 1, +2d6 fire damage
- Action + Bonus Action: 4d6 Fire damage, 3 rays. Heightened 1, +2d6 fire damage

Sound Burst: 9m range, 3m radius, Constitution save, 2d10 thunder damage, deafened for 1 turn, half on save with no additional effects. Heightened 1, +1d10 thunder damage.

Telekinetic Maneuver: 18m range, ranged spell attack, disarm, shoved, or knock prone on hit. 

Warrior's Regret: Touch, Wisdom save, take 1d8 psychic damage each time target makes an attack until long rest, 1 turn duration on save. Heightened 2, +1d8 psychic damage.

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