Level: Cantrip |
Casting Time: 1 Action |
Range/Area: 5ft |
Components: V, S |
Duration: Instantaneous |
School: Necromancy |
Save: CON |
Damage/Effects: Necrotic |
You touch a creature causing decay to spread through their body. Make a melee spell attack against one creature within 5ft of you. On a hit, the target takes 1d4 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the start of your next turn.
At Higher Levels: The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Classes: Circle of Spores, Circle of Decay (WIP)
Level: Cantrip |
Casting Time: 1 Action |
Range/Area: 5/10ft |
Components: S |
Duration: Instantaneous |
School: Illusion |
Save: n/a |
Damage/Effects: Piercing/Slashing |
An illusionary blade forms in your hand. Make a melee spell attack against the target. On a hit, the target takes 1d10 piercing or slashing damage (non-magical), you choose each time you cast this cantrip. The magic holding the illusionary blade together fades after making 1 attack.
At Higher Levels: The magic holding your illusionary blade together strengthens when you reach higher levels allowing: two attacks at 5th level, attacks to deal magic damage & increasing range to 10ft at 11th level, and three attacks at 17th level. You can direct the attack at the same target or at different ones. Make a separate attack roll for each attack.
Classes:Artificer, Sorcerer, Wizard
Level: 1st |
Casting Time: 1 Bonus Action |
Range/Area: Self |
Components: S |
Duration: 1 Minute |
School: Evocation |
Save: n/a |
Damage/Effects: Fire |
You draw forth the energy of your Spellscar to form a sword of blue fire in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 fire damage on a hit and has the finesse and light properties. Additionally, when you attack a creature that has already taken fire damage this round, you have advantage on the attack (maximum of once per turn). If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. This spell counts as a melee weapon worth 1sp for the purpose of spell components.
At Higher Levels: When you cast this spell using a 2nd-level slot, the damage increases to 2d8. When you cast it using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Classes: Circle of the Spellplague, Holy Flame, Oath of the Flame, Plagueblessed
Level: 2nd |
Casting Time: 1 Action |
Range/Area: Touch |
Components: S, M* |
Duration: 1 Minute |
School: Transmutation |
Save: n/a |
Damage/Effects: Acid |
You touch a quiver containing arrows or bolts. When a target is hit by an attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 acid damage. The spell’s magic ends on the piece of ammunition when it hits or misses. *a small vial of acid
Classes: Artificer, Druid, Ranger