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Contents
Special
1 Minute
Unlimited
Unlimited
Scrying
With quite a bit of technical experimentation on their parts, Aelius and Selvarune made a small, weaker variant of the more powerful scrying spell. With this spell, Selvarune is able to see the world through specifically Aelius' eyes as long as he has a special trinket from Aelius. It is unable to be used on other beings until the two get back to the drawing board. For now it works as intended.
1 Minute
Self
Special
Teleportation
Along with the Reaper becoming his patron and granting him life and a few small gifts, he was gifted with a simple Astral Projection ability that he can use during his meditations to better find the targets his patron gives him. He is unable to cast spells, speak, or influence the world around him while he is projected.
CANTRIPS
1 Action
40ft
1 hour
Necrotic
Reaching outward, you summon a black tentacle from the void and can control the tentacle like an extended limb. You can choose to use it as an attack or as a utility.
When used as a Melee attack the target takes 2d6 necrotic damage, if successful. The tentacle can then attempt to restrain the target. The target must hit a strength saving throw of 15 to escape the tentacle's hold.
When used as a utility, you can use the tentacle to move or carry heavy objects, move medium sized creatures, grab items from out of arms reach, or use it to pull yourself across a certain distance.
At higher levels, you gain one extra tentacle for every other level (2nd, 4th,...) until reaching the maximum of 6 tentacles total (10th Level). Having one extra tentacle unlocks the ability to move large sized creatures.
1 Action
30ft (5ft cube*)
1 Minute
Control
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
*If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
* - (a bit of fleece)
1 Action
120ft
1 Minute
Utility
You create up to four lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Driders know the dancing lights cantrip. When reaching 3rd level, they can cast the faerie fire spell once with this trait and regain the ability to do so when finishing a long rest. At 5th level, they can cast the darkness spell once with this trait and regain the ability to do so when finishing a long rest. Charisma is the spellcasting ability for these spells.
* - (a bit of phosphorus or wychwood, or a glowworm)
1 Minute
Touch
Instantaneous
Utility
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
* - (two lodestones)
1 Action
60 ft
Instantaneous
Radiant Damage
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1 Action
30 ft
1 Minute
Control
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
1 Action
Touch
Instantaneous
Healing
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
1 Action
120ft
Instantaneous
Force
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
1 Minute
30ft
Instantaneous
Control
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
1 Action
Touch
Instantaneous
-
Upon touch, you can turn a body into ash and tea leaves and store for later to make into a drinkable tea. No buffs from this tea and any items from the body are left in the ash.
Roll 1d20 to determine the type of tea. (Herbal, Floral, Fruit...)
* - a corpse
ELDRITCH INVOCATIONS
1 Action
Self
10 Minutes
Divination
You can cast speak with animals at will, without expending a spell slot.
Automatic
Self
Unlimited
Divination
You can read all writing.
LEVEL ONE SPELLS
1 Action
Touch
Instantaneous
Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1 Action
120 ft
1 Round
Radiant
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1 Reaction*
60ft
Instantaneous
Fire
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
* - which you take in response to being damaged by a creature within 60 feet of you that you can see
1 Action
Touch
Instantaneous
Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1 Action
Self, 30ft Sphere
10 Minutes
Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1 Action
40ft Cone
Instantaneous
Fire
As you hold your hands with thumbs touching and fingers spread, a wave of dark, shrieking flames spread out in a cone of 40ft. Each creature in the cone must make a Dexterity saving throw. A target takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At lower levels, the spirits of the flame are not fully tamed, leaving a decently high chance of the caster's allies to be caught in the attack. When it does hit allies, they must also roll a Dexterity throw. Upon success, they are not hit, upon failure, they take half as much damage.
At higher levels (10th+), the ghastly flames only burn what the caster chooses to burn, allies of the caster are immune to the flames' damage. When you cast this spell using a spell slot higher than 1st level, the damage increases by 1d8 for each slot.
LEVEL TWO SPELLS
1 Action
30ft sphere
Instantaneous
Healing
This spell absorbs a dead body to heal the caster. Choose one corpse or more within range, this spell absorbs the flesh and meat from the corpse(s) and turns it into false life added to the caster's own life.
This spell scales depending on the amount of corpses and size of the corpses being absorbed. Small corpses or body parts heal for 1d4 each, Medium corpses heal for 1d6 each, and Large corpses heal for 1d8 each. Any HP over the caster's maximum is added as temporary hit points, maxing out at 20 points.
This spell can be used against undead with flesh, causing them to become disoriented and clumsy upon a successful hit due to the sudden change when becoming undead skeletons. Corpses absorbed by this spell leave behind bones, clothing, weapons, and trinkets.
At higher levels, you become experienced enough with the spell that you can manipulate who benefits from the spell, as well as increase range by a 5ft radius per level. At 5th level, you can redirect the health to an ally instead of the caster. At 11th level, you can split the health between the caster and/or one or more allies.
* - one or more corpses
1 Action
Touch
Instantaneous
Damage
Your hand emenates necrotic energy that allows you to slip your hand into a creature's flesh and drain it of it's life force. The target must succeed in a Constitution saving throw or take 2d8 necrotic damage.
This spell has no effect on undead or constructs.
At higher levels, damage increases when you reach 5th level (3d8 total), 11th level (4d8 total), and 17th level (5d8 total).
1 Action
120ft (20ft Sphere Radius)
10 Minutes
Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside 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 there.
1 Action
Touch
1 Hour
Invisible
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
* - an eyelash encased in gum arabic)
1 Action
Touch
10 Days
Warding
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
1 Bonus Action
Self
Instantaneous
Teleportation
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
LEVEL THREE SPELLS
1 Action
40ft Cone
Instantaneous
Special
You emit a soul-shattering wail. Every creature withing a 40-foot cone who hears the wail must make a Wisdom saving throw. Those that fail lose half of their remaining hit points and becomine frightened of you; turning to run in the opposite direction.
Of those who failed, one random target will be Marked for Death. They take twice as much damage per hit for 10 hours. Those that succeed their save throw take 1d8 cold damage as the wail rushes through them.
The caster takes 1d10 necrotic damage to cast the spell and cannot use their voice for 3 rounds. This spell can only be cast once and will only be available to use again after a long rest or the equivalent.
1 Action
Unlimited
1 Round
Communication
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
* - (a short piece of fine copper wire)
1 Action
120 ft
Instantaneous
Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
1 Action
Touch
Instantaneous
Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
* - (diamonds worth 300 gp, which the spell consumes)
1 Minute
10 ft
Instantaneous
Creation
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
* - (a drop of blood, a piece of flesh, and a pinch of bone dust)
1 Action
120ft (20ft Cube*)
10 Minutes
Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
* - (a bit of fleece)
10 Minutes
1 Mile
10 Minutes
Detection(...)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
1 Action
10 Ft
10 Minutes
Communication(...)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
* - (burning incense)
1 Action
30ft
1 Hour
Movement
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
* - (a piece of cork)