School of Shattering
The school of shattering is my homebrew school of magic that messes with or breaks apart time, space, reality, and minds.
Why didn't you just add these spells to an existing school? Because I had a lot of ideas, and many didn't fit well into existing schools, or were too spread out across them. I wanted an easier way to make other brews, like a wizard subclass, centered around this new magic and making a new school would make that incredibly easier. Also, I thought it would be cool. A homebrew school of magic should have little to no impact on any game setting beyond letting players know it exists.
If you want to use these in your own game, feel free, though let me know how it goes, I love to get playtest feedback! If you want to use my spells in your own published project, please ask me first. I'm cool with it normally as long as I get credit ;)
Cantrip
Fracture
shattering cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
You snap, causing a sudden crack in reality to form from a point within range, making a sundering boom which can be heard up to 100 feet away. Any creature within 5 feet of that point must succeed on a Constitution saving throw or take 1d6 thunder damage. If a creature has the keen hearing trait, it has disadvantage on the saving throw. Any creature that is deafened or cannot hear automatically succeeds the saving throw.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Return
shattering cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (an object, ammunition, or a weapon worth at least 1 sp)
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You enchant the item used in the casting of this spell. Until the start of your next turn, whenever you throw or fire this item as part of an attack, you can cause it to reverse in time and fly back to your hand immediately after the attack. When returning, it passes through any object or creature in the way harmlessly.
Rush
shattering cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (1 cp, which the spell consumes)
- Duration: Concentration, up to 1 round
- Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a willing creature within range who is currently casting a spell. At the start of the creature's next turn, the remaining casting time is reduced by 30 seconds, provided that this spell hasn't ended. If this reduces the casting time to 0 or less, the spell immediately completes casting without requiring an action from the creature.
Shattercraft
shattering cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 1 minute
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practicing shattered magic. You create one of the following magical effects within range:
- You can cause a small object that is not being worn or held to fall faster or slower than normal until it hits a surface.
- You cause yourself or a willing creature within range to speak twice as fast for up to 1 minute.
- One creature of your choice that you can see within 100 feet hears you speaking as if you were directly next to them. This effect only lasts until you stop speaking.
- You magically know the direction of the closest timeshattered storm.
- You can cause one timeshattered raindrop within range to turn into water.
Warp
shattering cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a creature or loose object that isn't being worn or carried, filling it with magical energy that warps the space it occupies. On hit the target takes 1d6 force damage, and if the target is Medium or smaller, you can move it 5 feet in any direction of your choice to an unoccupied space.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Also at 11th level, you can move a Large target as well.
1st level
Echo
1st-level shattering
- Casting Time: 1 bonus action
- Range: Self (60-foot line)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Ranger
The next time you hit a creature with a ranged weapon attack before this spell ends, the target takes an additional 1d8 force damage and a duplicate projectile seems to fire after the first, following the same path as the triggering attack.
For the duration of the spell, this duplicate projectile repeats the path of the first, forming a 5-foot-wide and up to 60-foot-long line. If a creature enters the projectile's path for the first time on it's turn or ends its turn there, you can use your reaction to deal 1d8 force damage to the creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Extend Limit
1st-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
- Classes: Paladin, Ranger, Wizard
You touch a weapon. Until the spell ends, the weapon's reach increases by 5 feet as it cuts through shortcuts in reality to reach it's target.
At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the weapon's reach improves by 5 more feet per spell level above 1st.
Far Strike
1st-level shattering
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Paladin
Your swings seem to strike at impossible distances. Until the spell ends, your reach with melee weapons improves by 10 feet.
Once before the spell ends, you can improve your reach by 15 more feet and give yourself advantage on one melee weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit.
Impede
1st-level shattering
- Casting Time: 1 reaction, which you take when a creature within range makes a Dexterity saving throw
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Ranger, Wizard
You slow part of a creature in time, causing it to suffer disadvantage on the triggering saving throw.**
Momentary Aside
1st-level shattering
- Casting Time: 1 reaction, which you take when a willing creature other than yourself within range that you can see is targeted by an attack or forced to make a saving throw
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Paladin
You instantly swap positions with the target, becoming the new target of the attack or saving throw. Immediately after the triggering attack or saving throw resolves, the target and you return to your original positions.
At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you remain swapped with the creature until the end of the current turn, instead of immediately after the triggering effect.
Presence of Mind
1st-level shattering
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 hour
- Classes: Sorcerer, Watcher, Wizard
You send magic into your future, readying yourself should you be placed in sudden danger. When initiative is rolled, if your initiative is below 15 you can choose to make it 15. Additionally, if you would be surprised you cease to be. Once these effects occur, the spell ends.
Shattering Smite
1st-level shattering
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Paladin
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon seems to crack reality as it strikes, and the attack deals an extra 1d6 force damage to the target.
For the duration of the spell, the creature is considered a shattered creature and if it makes a saving throw it must roll 1d4 and subtract the result from the saving throw. If the creature is already a shattered creature, it takes 2d6 additional force damage.
Shunt
1st-level shattering
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a timeshattered crystal worth at least 10gp)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Choose a creature within range, and with a sudden push attempt to force it to move 10 feet in a direction of your choice. The target must make a Strength saving throw. On a failed save it takes 2d4 bludgeoning damage and moves in your designated direction. On a successful save, the creature takes half as much damage and doesn't move.
Time Spike
1st-level shattering
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a timeshattered crystal worth at least 10gp)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock
You manifest a shard of time and launch it at a creature within range, making a ranged spell attack. On a hit, the target can't take reactions, and its movement speed is halved for the duration. The target or a creature within 5 feet of the target can use an action to remove the spike, ending the spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher you may target one additional creature within range.
Whiplash
1st-level shattering
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet hits you with an attack
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
The triggering creature must succeed a Charisma saving throw or the attack fails to hit you and it is teleported to the position it started its turn at.
If the creature hasn't moved yet on it's turn, it automatically succeeds the saving throw.
2nd level
Arcane Entanglement
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: 1 minute
- Classes: Paladin, Wizard
Target a creature you can reach, attempting to bind them to you with a touch. If the target is unwilling, make a melee spell attack. On hit or if the target is willing, for the duration of the spell if that creature is within 60 feet you can ignore the range requirement of spells, attacks, conditions, and abilities targeting that creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, whenever you cast another spell that targets an area instead of a creature, you can choose to include the affected creature as if it was within the area of effect of that spell as long as it is within 60 feet of you.
Aura of Lucidity
2nd-level shattering
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 8 hours
- Classes: Paladin
You guard all non-hostile creatures within the aura from the maddening effects of the timeshattered storm. Creatures within the aura have advantage on saving throws against Time Madness.
Aura of Rationality
2nd-level shattering
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
- Classes: Paladin
A feeling of pure rationality radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t gain any madness (including Time Madness), and has advantage on Intelligence, Wisdom, and Charisma saving throws that Aberrations or Shattered creatures cause.
Entangled Bond
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden top worth at least 10gp)
- Duration: 1 minute
- Classes: Druid, Paladin, Ranger, Wizard
You point to a creature that is not an undead or soulless construct you can see within range, attempting to bind your life force to theirs. If they are unwilling, they must make a Charisma saving throw. On success, the spell ends.
On failure or if the target is willing, a bond is formed between you and that creature. When you take damage the targeted creature also takes damage equal to half the damage received. Whenever the target takes damage from this spell, the target can repeat the saving throw. On success, the spell ends.
The spell ends if you drop to 0 hit points. You can also dismiss the spell as an action.
At Higher Levels: When you cast this spell with a spell slot of 3rd level, the duration becomes 10 minutes. At 4th level, it becomes 1 hour. At 5th level, it lasts for 1 hour.
Forgotten Whispers
2nd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Warlock
Your mind begins to fill with forbidden knowledge that you cannot understand. Upon casting this spell or as an action on a subsequent turn, you can whisper some of the secrets you are hearing to a creature within 30 feet of yourself. That creature must make a Wisdom saving throw or become incapacitated as they are unable to think about anything but what you told them. The creature remains incapacitated until the spell ends or you choose to target another creature with your action, however you can't target a creature again if it has succeeded on a saving throw against this casting of forgotten whispers.
At the end of each of a targeted creature's turns it can repeat the saving throw against this spell, ending the effect on success.
At Higher Levels: When you cast this spell using a 3rd level spell slot, the duration becomes 10 minutes. When you cast this spell using a 4th level spell slot, you can target up to 2 creatures at a time with this spell. When you cast this spell using a 5th level spell slot, you can target a creature within 60 feet of yourself instead of 30, and you can target up to 3 creatures.
Gravity Vortex
2nd-level shattering
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a chunk of osmium)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard
A creature or object within range begins to exert a powerful gravitational pull on all creatures and objects within 20 feet of it. An unwilling creature must make a Charisma saving throw. On a failed save, the creature is affected for the duration.
An object within the area that is not being worn nor carried and weighs less than 1000 pounds is pulled 10 feet towards the target. A creature within the area must succeed on a Strength saving throw at the start of its turn or be pulled 10 feet towards the target, with advantage if the creature is two or more sizes larger than the target. A creature moving away from the target within the area expends 4 feet for every 1 foot it moves.
When the spell ends, gravity snaps back violently, pushing any creature up to two sizes larger than the target or object weighing less than 1000 pounds within the area 10 feet away from the target.
Greater Mending
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (Two timeshattered beads)
- Duration: Instantaneous
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Target a damaged object or construct, attempting to reverse recent damage. If you target an object, damage the object has taken in the last 7 days is reversed up to 3 feet in any dimension from where you touch, leaving no trace of the former damage. This spell can repair magic items with a rarity of at most uncommon. If you target a construct, you cause it to regain 2d8 hit points.
At Higher Levels: When you cast this spell with a spell slot of 4th or 5th level spell slot, you can repair a magic item with a rarity of at most rare, and you heal constructs for 4d8 hit points. If you use a 6th or 7th level spell slot, the rarity increases to very rare and it heals constructs for 6d8 hit points. If you use an 8th level or higher spell slot, the rarity can be legendary and it heals constructs for 10d8 hit points.
Intensify Gravity
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Target a creature within range, forcing it to make a Strength saving throw as gravity magnifies around it. On failure, the creature has disadvantage on all weapon attack rolls as their body and weapon are strongly pulled towards the ground. The target can repeat this saving throw at the end of each of their turns, ending the effect on success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature per spell slot level above 2nd.
Moment Fractured
2nd-level shattering
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Wizard
Reality itself becomes fractured for a moment, halting the flow of time momentarily. All effects and their durations are frozen in time during this period. You are similarly affected, with the exception of your mind and sight, which continue to function as normal. You may end one effect causing you to be frightened, then can make a Wisdom (Perception) check, ending the spell when you do so or choose not to.
Orbit
2nd-level shattering
- Casting Time: 1 reaction, which you take when a creature within range moves
- Range: 15 feet
- Components: V, S, M (a lodestone carved into a sphere)
- Duration: Concentration, up to 1 round
- Classes: Artificer, Sorcerer, Wizard
You tether yourself to the targeted creature. Until the end of that creature's turn, you must move so that the distance between you and the targeted creature does not change. You move the smallest distance possible in order to maintain this distance, and do not provoke attacks of opportunity when moving in this way. If you would move while tethered in this way, you only move such that you remain equidistant to the target. If you would be moved directly towards or away from the target, you do not move.
At the end of the creature's turn, you can choose to move up to 15 feet in any direction as you are slingshot from your orbit. This movement does not provoke attacks of opportunity.
You are considered to have a flying speed for the duration of the spell. If you are unable to move to maintain this distance, or forced to move such that the distance from you to the target changes, or the target teleports, the spell ends.
Power Word Pause
2nd-level shattering
- Casting Time: 1 reaction, taken when you or a creature within range is about to take damage
- Range: 15 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin, Sorcerer, Watcher, Wizard
You shout a magical command, freezing the instance of damage that triggered this spell before it takes effect. Once this spell ends, the damage is applied.
Psychic Wail
2nd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Bard, Warlock, Wizard
Target a creature within range and force it to make an Intelligence saving throw as you flood its mind with horrors. Creatures that can't be frightened automatically succeed this saving throw. On failure, the creature becomes frightened of you and must expend its full movement on its turn moving towards the closest creature it considers an ally as it seeks someone who can save it from these visions. If it sees no such creatures, it does not move.
Immediately upon casting this spell deal 1d8 psychic damage to all creatures within 10 feet of the target. You may expend a bonus action on subsequent turns to repeat this effect.
At the end of each of its turns, the target can make another Intelligence saving throw. The target has advantage on this saving throw if it is outside of the range of the spell or has total cover from you. On a success, the spell ends on the target.
At Higher Levels: If you cast this spell with a spell slot of 3rd level or higher, the spell deals 1d8 additional psychic damage per spell level above 2nd.
Remember
2nd-level shattering
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Wizard
You form a bubble of past memories that extends 5 feet away from an item you touch. The sphere appears to an outsider like a wavy haze, but does not restrict vision or movement in any way. While within the bubble, you observe a vision of the location and instant of the item's creation, frozen in time. For example, targeting a typical sword would show you the moment the smithy finished it's creation in a forge.
You do not see any defining features of creatures within this illusion.
If the object is magical or has endured significant events in it's lifetime, you may see a different moment than it's creation. This moment may be the day it gained it's magical power, or when it's former wielder was felled. A DM decides what moment is seen.
At Higher Levels: When cast using a 2nd level spell slot or higher, the illusion lasts twice as long and the bubble's radius doubles (cumulative) for every spell level above 1st.
Reposition
2nd-level shattering
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Watcher, Wizard
Reality shifts for a moment, as you teleport a willing creature that you can see within range up to 15 feet to an unoccupied space that you can see.
Split Reality
2nd-level shattering
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Concentration, up to 10 minutes
- Classes: Sorcerer, Wizard
A willing creature you touch becomes split across realities, there one moment then gone the next, causing magic to have difficulty affecting it. The target has advantage on saving throws against spells and other magical effects.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature per spell slot level above 2nd.
3rd Level
Armor of Arcana
3rd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an adafold shard)
- Duration: 1 hour
- Classes: Sorcerer, Warlock, Wizard
You project a shield of violent magic absorbing energy around you, drawing power from the adafold shard. For the duration, when a creature within 60 feet of you that you can see damages you with a spell or other magical effect, you can use your reaction to target the attacker. The target must succeed on a Charisma saving throw or take 2d6 psychic damage. If this forces the creature to make a Constitution saving throw to maintain concentration on a spell, the saving throw is made with disadvantage.
Armor of arcana ends on you if its material component is ever not on your person.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d6 per spell slot level above 3rd.
Astral Barrage
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A star sapphire worth at least 50 gp)
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Warlock
You summon a barrage of starlight from the sky to rain down upon your foes. Upon casting this spell and as an action on subsequent turns, you can choose three points within range. A beam of focused starlight shines down on the chosen spaces, forcing any creatures within a 5 foot radius, 40 feet high succeed on a Dexterity saving throw or take 3d4 radiant damage, taking half as much damage on success. A creature in the area of more than one beam is affected only once.
At Higher Levels: When cast with a spell slot of 4th level or higher, you can choose one additional point per two spell slots level above 2nd.
Constellation
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a starchart)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Warlock, Wizard
You form a constellation out of beams of light. Choose up to three points within range, each up to 30 feet from one another or yourself. You connect the points with a single line, originating from you to one of the points, then continuing to another point until no points remain unconnected. You can connect to a point which has already been connected to, but a creature can only be affected by at most one beam.
The beams are 5 feet wide, and any creature within the beam's zone must succeed on a Dexterity saving throw or take 2d8 radiant damage and 2d8 force damage, taking half as much damage on success.
At Higher Levels: When you cast this spell with a 4th level spell slot or higher, you can choose one additional point and the damage increases by 1d8 (to either the radiant or force, your choice) per spell slot level above 3rd.
Crack the Sky
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a silvered feather, worth at least 1 sp)
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Warlock, Wizard
A fracture appears in the sky above you, releasing 5 beams of cosmic light. Each beam hits a creature of your choice that you can see within range. A beam deals 3d4+3 radiant damage to its target. The beams all strike simultaneously, and a creature cannot be struck by more than one beam at once.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell creates one more beam for each slot level above 3rd.
Distorted Aura
3rd-level shattering
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
- Classes: Paladin
You twist reality in a 30-foot radius aura around you, causing attacks that seem to hit instead pass right through those you protect. Until the spell ends, the aura moves with you, centered on you.
When you cast this spell and as a bonus action on subsequent turns, you can choose one willing creature (including yourself) within the aura to be distorted, causing attacks made against it to suffer disadvantage. A distorted creature loses this bonus when it takes damage or leaves the spell's area.
Fragment
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Target a shattered creature that you can see in range and force them to make a Charisma saving throw. On success, the target's movement speed becomes 0 until the end of its next turn. On failure, the target is stunned. A creature stunned by this spell can repeat the save at the end of each of its turns, ending the effect on success.
Greater Warp
3rd-level shattering
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a creature or loose object that isn't being worn or carried, slapping it with magical energy that warps the space it occupies. On hit the target takes 4d6 force damage, and if the target is Huge or smaller, you can move it up to 60 feet in any direction of your choice to an unoccupied space, causing it to land prone.
At Higher Levels: When you cast this spell using a 4th level spell slot or higher, you deal 1d6 additional force damage and can target 1 additional target per spell slot level above 3rd.
Pendulum of Time
3rd-level shattering
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pocketwatch worth at least 10gp)
- Duration: 1 minute
- Classes: Wizard
You tie yourself into the flow of time, causing your power and defense to fluctuate like clockwork. When you cast this spell and until the start of your next turn, whenever you take damage you can reduce the damage by an amount equal to your spellcasting modifier.
At the start of your next turn and until the start of your proceeding turn, all damage you deal which uses a spell attack or forces creature to make a saving throw deals additional damage equal to your spellcasting modifier.
On each proceeding turn, the effects continue to swap between the damage resistance and bonus damage, until the spell ends.
Recursive Shatter
3th-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of timeshattered rain)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
A point in space suddenly appears to shatter like glass, rippling out cracks in reality, centered at a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. A shatterred creature automatically fails this saving throw, and a non-shattered creature with less than 6 intelligence automatically succeeds.
For every creature that fails its saving throw against this spell, its radius increases by 5 feet, potentially forcing new targets to make the saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: If you cast this spell with a spell slot of 4th or higher, the initial radius of the spell's effect increases by 5 feet, the maximum radius increases by 10 feet, and the damage increases by 1d8 for each spell slot level above 3rd.
Swap
3rd-level shattering
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
You swap the positions of two creatures within range which are within 30 feet of one another. If a creature is unwilling it must make a Wisdom saving throw, causing the spell to fail if one or both creature's succeed. If a creature would occupy another creature's space or be inside of an object due to this teleportation, the spell fails.
Timeshattered Bolt
3rd-level shattering
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a timeshattered raindrop carved into a lightning bolt)
- Duration: 1 round
- Classes: Bard, Warlock, Wizard
A bolt of reality sapping magic forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make an Intelligence saving throw or be unable to attack or cast a spell until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the duration increases by 1 round. At the end of an affected creature's turn it can repeat the saving throw, ending the effect on success.
Twist Fate
3rd-level shattering
- Casting Time: 1 reaction, which you take when an attack, saving throw, or ability check is determined to be a success or failure
- Range: 30 feet
- Components: S, M (a set of bone dice worth at least 1gp)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock
You attempt to try fate once more. When a creature makes an attack, saving throw, or ability check within range and the result is determined but no damage has been rolled you may force that creature to attempt the roll anew.
At Higher Levels: If you cast this spell with a spell slot of 4th level or higher, you can force the new roll to no longer have advantage or disadvantage if it had before.
More?
Look forward to my eventual release of my New Dawn setting, which will have the following (likely more, this is just what I have or have planned thus far);
- Spells higher than 3rd level, of shattering school and original schools, for more than 150 total!
- 16+ new subclasses
- 8+ new races, each with a racial feat
- A new class, the Watcher
- 7+ new feats (not including new racial feats)
- 4 backgrounds
- 2+ invocations
- In depth details several towns and cities throughout New Dawn
- Over 30 new magic items
- Over 100 new creatures, including Shattered creatures, NPCs of the new subclasses, new race NPCs, and more
- An adventure module set in the world of New Dawn alongside several oneshots/short stories