The Elder Scrolls For 5e : Spells Expansion

by HeavensGates

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The Elder Spells

Spell Tomes

Introduction

Welcome to The Elder Spells, a spell tome expansion meant to be an easily accessible place to find all your Elder Scrolls spellcasting needs.
Spell tomes are a magical item in the elder scrolls universe that allows a mage to quickly learn a spell just by reading the book, upon which the book is destroyed.
Spell tomes can be a mighty boon even for an uneducated barbarian! With this ruleset anyone can pick up a spell tome, spend some time studying it (the less intelligent take quite a while with this), and then start casting whenever!

Rules

An invention from the Mages guild, spell tomes offer an "easy" way for anyone with an interest in magic to learn spells, of course a difficult spell wont be available to everyone but a firebolt should be simple enough.

To learn a spell you must first obtain a special book infused with magic called a Spell Tome, any court wizard or general merchant should have a few simple cantrip spell tomes laying about. The first part to consider before learning a spell is the level limit, below is the level of spells you can learn depending on your Intelligence modifier.

Intelligence Limit

Int Mod Spell Level Limit
-1 Cantrips
0 Cantrips-2nd level
1 Cantrips-4th level
2 Cantrips-6th level
3 Cantrips-7th level
4 Cantrips-8th level
5 Cantrips-9th level

Prepared spell limit

There is no limit on how many spells you can learn, but you can only prepare a specific amount of spells through the method.

Int Mod Prepared Spells
-1 1
0 1
1 2
2 3
3 4
4 5
5 6

Learning a new spell

To learn a new spell a character must spend time reading and practicing the spell, the duration of learning the spell is determined by 1d4+3+[SPELL LEVEL]-[INT MOD]

Preparing and Casting Spells

You do not have any spell slots from this ruleset and can either use existing ones from other classes or you must gain it through other means (The best is through a magic item that might offer a few spell slots).
You prepare the list of spell tome spells that are available for you to cast. To do so, choose a number of spells from your learned spell tome spells up to the limit of the prepared spell limit table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Spell Tome spells requires time spent attuning to the Aetherius and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

If you already have a spellcasting class, you may use its spellcasting ability, however if you do not have one. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Tome Cost

These costs are based in line with The Elder Scrolls V: Skyrim, if you want to convert back to D&D, a /10 should be sufficient. (Although these values are base value and not what a merchant would sell it at, simple recommendation is to double all these costs.)

Level Cost
0 430gp
1 180gp
2 410gp
3 730gp
4 1700gp
5 3280gp
6 6000gp
7 13500gp
8 24400p
9 42069gp

Spell List

Cantrips

Ghost Shroud

Cantrip Necromancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentrations, until the end of your next turn.

You cloak yourself in the shroud of a ghost, becoming invisible until the end of your next turn. The spell ends for a target that attacks or casts a spell. When the spell ends, you will be teleported back to where you were when you casted the spell.

Raise Wall

Cantrip Conjuration


  • Casting Time: 1 Action
  • Range: 10 Feet
  • Components: V, S, M(a ball of dirt)
  • Duration: Concentration, up to 10 minutes

You raise a wall from the ground, giving anyone behind it half cover. The wall can be 5-15 feet in length, it is 1 foot in width and 2.5 feet in height.
A 5 foot piece of the wall can be destroyed using a Strength check, DC equal to your spell saving throw.
When you reach 5th level you can make turns in the wall up to 90 degrees, 11 th level you can increase the height by up to 10 feet, and 17th level the wall can be up to 30 feet in length.

Soul Trap

Cantrip Necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M(a soul gem of choice worth at least 10 gold)
  • Duration: 1 Minute

You point at a target creature and utter arcane words. If the creature dies within the next minute, its soul will fill a soulgem. A smaller soul can fill a larger gem but a larger soul cannot fill a smaller soul gem.

Equilibrium

Cantrip Transmutation


  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S, M (A fragment of a hearthstone)
  • Duration: Instant

When you cast this spell, you may expend any number of your current hit dice. Roll the dice expended this way. Your current hit points and hit point maximum are reduced by the amount rolled. If your hit point maximum is reduced to zero in this way, you die. You regain 3 spell points per hit dice expended this way. Your hit point maximum returns to normal after a long rest.

Magelight

Cantrip Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 10 Minutes

You create an orb of light the size of a torch. When the orb is created, choose a direction for it to go in, it will move 25 feet in that direction at the end of each of your turns. The orb sheds 20 feet bright light and an additional 20 feet bright light. When the orb comes into contact with anything else, it will stop moving and remain there for the rest of the duration. You can only have up to 3 of these active at once.

Flames

Cantrip Evocation


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a stream of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. If a creature is on fire they take an additional 1d8 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. Both of this spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Icy Stream

Cantrip Evocation


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a stream of frost at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage. On hit the target body starts freezing up and their movement speed is reduced by 10 feet. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sparks

Cantrip Evocation


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a stream of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 shock damage. If the target is below half health the damage dice is doubled. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Convection

Cantrip Evocation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You lob a small ball of fire at a target in an attempt to ignite them. Make a range spell attack, on hit the target is set on fire. A target that is lit on fire takes 1d6 fire damage at the start of each of its turns, the target or another creature can spend an action to extinguish the flames.

1st-Level Spells

Unbound Fire

1st-Level Evocation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S
  • Duration: Instantaneous

You create a volatile ball of fire. An ember hits a target of your choice that you can see within range. The ember deals 1d6 fire damage to the target, then roll a 1d6. On a 3-6, the volatile ball of fire launches towards the target, and they take an extra 1d12 fire damage On a 1 or 2, it explodes in the caster's hand and they take the damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of volatile ball of fire increases by 1d12 for each slot level above 1st.

Bells

1st-Level Abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (A Small Bell)
  • Duration: Concentration, up to 1 minute

You attach a magical bell to an object. If a creature enters within 60ft of the object the bell will ring, the sound is only audible to you and anyone else you choose.

Backlash

1st-Level Abjuration


  • Casting Time: Reaction
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

If an enemy casts a spell you can interrupt it, if the spell deals damage it is directed at them, if it is a non-damage spell it is cast on you. To interrupt the spell, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, if the spell slot you use is of a higher level than what the interrupted cast is, the level of that spell is increased accordingly.

Ignite

1st-Level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 Minute

Point at a target within range causing fire to erupt around them. The target must succeed on a Dexterity saving throw or be set on fire, regardless they also take 2d4 fire damage. A target that is lit on fire takes 1d6 fire damage at the start of each of its turns, the target or another creature can spend an action to extinguish the flames.

Crackle

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S, M (rainwater in a bottle)
  • Duration: Concentration, up to 1 minute

Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. Hit or miss, a small cloud of lightning appears above the target, if a creature starts its turn on a square where crackle is, it must make a Dexterity Saving throw, on a failed save it takes 1d4+1 lightning damage. The cloud will always move 10-feet towards the target that you initially attacked at the end of your turn.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the cloud of lightning damage is increased by 1d4+1 for each slot level above 1st.

Forced Teleport

1st-Level Conjuration


  • Casting Time: 1 Action
  • Target: A creature or object within range that you can see within range
  • Range: 60 feet
  • Components: V, M (A translucent green orb)
  • Duration: Instantaneous

You pull a creature into oblivion and then force them to another place within the range that you can see. If the creature is not willing, they must make a Wisdom saving throw. On a fail, you choose a spot within 60 feet of you on the ground that you can see, the creature is then ripped out of oblivion again and falls 10 feet to the target location, if a creature or object is underneath the target, both they and the target take the falling damage and the creature that lands there falls prone if it lands on a creature.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the distance fallen is increased by 10 feet.

Muffle

1st-Level Abjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, 10 Minutes

You create a layer of silence around yourself and allies. You can target up to three willing creatures of your choice within range. For the duration, none of the targets can make any sound as well as anything they are in direct contact with. For example, hitting someone with a sword the attack itself will not make a noise but they might still be able to groan in pain. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Flame Cloak

1st-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround yourself with an cloak of fire. Every creature that ends its turn within 5 feet of you must succeed on a Dexterity saving throw or take 1d10 fire damage, or half as much on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every slot level above 1st.

Frost Cloak

1st-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround yourself with an cloak of freezing cold. Every creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d8 cold damage and be slowed by 10 feet, or only half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.

Lightning Cloak

1st-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround yourself with an cloak of Lightning. Every creature that ends its turn within 5 feet of you must succeed on a Dexterity saving throw or take 1d8 lightning damage, or half as much on a failed save. If a creature is below half health, the damage is doubled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.

Stendarr's Aura

1st-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You use the power of Stendarr to protect yourself. Every creature that ends its turn within 5 feet of you must succeed on a Dexterity saving throw or take 1d8 radiant damage, or half as much on a failed save. If a creature is an undead it takes an extra 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.

Elemental Flare

1st-Level Evocation


  • Casting Time: 1 Action
  • Range: 60ft (5-foot radius)
  • Components: S, M (A pinch of void salt)
  • Duration: 1 Action

You create a ball of unstable ball of elements and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage and has disadvantage on their next weapon attack. Hit or miss, the unstable ball then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st.

Call to Arms

1st-Level Abjuration


  • Casting Time: 1 Action
  • Range: 120-feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bolster up to three creatures with great bravado. For the duration of the spell the targets have a +1 to attack and damage as well as gaining 10 temporary hit points.

2nd-Level Spells

Zone Of Strength

2nd-Level Abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V M (a piece of braided grass)
  • Duration: Concentration, up to 1 minute

You create a 15-foot radius circle around you. Any enemies in the circle must make a Constitution saving throw at the start of their turn. On a failed save they have disadvantage on attacks and allies have advantage on attacks against them until the start of their next turn.

Thundercrack

2nd-Level Evocation


  • Casting Time: 1 Action
  • Range: 5 Feet
  • Target: A creature you can see within range
  • Components: V, S, M (a very thin piece of string)
  • Duration: Duration

Slap a target across the face with a deafening blow, make a melee spell attack dealing 5d6 Thunder damage and creating a sound that can be heard up to 300 feet away. The target and any enemies within 5 feet of the target are deafened for 1 minute.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6

Sun's Fire

2nd-Level Evocation


  • Casting Time: 1 Action
  • Range: 40 Feet
  • Components: V, S
  • Duration: Duration

You stretch out your hand creating a concentrated beam of light, make a ranged spell attack against a target. On a hit the spell does 4d6 radiant damage, if the target is a vampire the dice become a d8 and it has disadvantage on its next attack due to how bright the light is.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increased by 1d6 for each slot above 1st

Repel Undead

2nd-Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 30 Seconds

Use the powers of the divines to scare away the undead. Speak out at an undead forcing them to make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 30 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Bound weapon

2nd-Level Conjuration


  • Casting Time: 10 Minutes
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You perform a ritual to morph a weaker daedra into a weapon. When casting the spell you can choose any weapon type of your choice, this weapon will become bound to you. You can then use an action to summon the weapon or use an action to dismiss the weapon. This weapon can be affected by any spells or other effects that would be applicable to normal weapons. If you go unconscious, the weapon is lost and the spell must be cast again.
At Higher Levels. When you cast this spell using a 4th level spell slot, it becomes a +1, when you cast it using a 6th level spell slot, it becomes a +2 and when you cast this spell using an 8th level spell slot, it becomes a +3 as well Deals maximum damage on critical hits and has a higher dice tier.

Psijic Bolt

2nd-Level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three magic bolts of unpredictable power. Each bolt hits a creature of your choice that you can see within range. A bolt deals 1d4 + 1 radiant damage to its target. The bolts all strike simultaneously, and you can direct them to hit one creature or several. If a bolt deals maximum damage, the bolt continues on to hit another target, this continues as long as there are new targets and the subsequent rolls deal maximum damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more bolt for each slot level above 1st.

3rd-Level Spells

Transmute Mineral Ore

3rd-Level Transmutation


  • Casting Time: 10 Minutes
  • Range: Touch
  • Components: V, S, M (A piece of Iron or Silver Ore)
  • Duration: Instantaneous

Transmutes one piece of iron ore to silver ore, or silver ore to gold ore.

Sealed Resolve

3rd-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 30 seconds

Place a seal of protection on yourself. When you take damage that would reduce you to half of the current health you had when you casted the spell, you gain resistance to all damage types for the remainder of the spell.

Elemental Rune

3rd-Level Evocation


  • Casting Time: 1 Minute
  • Range: 30-feet
  • Components: V, S, M (Magical Chalk)
  • Duration: 1 hour

You write out a rune on the floor and infuse it with your magicka to make an elemental trap that explodes when stepped on. Create a magical rune in a 5 foot square on the floor and choose an element of fire, cold or lightning. When a creature enters the area the rune explodes and all creatures within 5 feet of the rune must make a Dexterity saving throw or take 8d8 of the respective damage. The rune is not particularly difficult to spot and anyone with a passive investigation of 11 will be able to notice the rune.
At Higher Levels. Casting this spell at higher levels increases the DC to spot the rune by 1 as well as the damage by 2d8.

Guardian's Ward

3rd-Level Abjuration


  • Casting Time: 1 action
  • Range: Self(10-feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a shimmering, protective barrier around yourself and anyone within 10-feet of you. This ward has 30 hit points. These hit points last for the duration or until depleted. The ward does not provide protection from magical attacks or spells originating from inside the ward's barrier. Any creature inside the ward cannot take damage from spells or other magic effects and instead the ward takes the full damage once from the effect. For example, a fireball would only do its damage to the ward once even if there are multiple creatures inside the ward.
If the ward's hit points are reduced to 0, the ward collapses. After the ward collapses any creature that would be affected by the spell treats it as normal with the remaining damage.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the hit points granted by the ward increase by 6 for each level above 3rd.

4th-Level Spells

Sorcerer's Bane

4th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A drop of a daedra's blood)
  • Duration: Instantaneous

Launch a bolt of concentrated magic that drains your magicka and deals damage based on the amount drained. Make a ranged spell attack against the target. On a hit, the target takes 2d4 psychic damage. For every 2 extra spell points you use during the casting of this spell (alongside the initial requirement to cast this spell) you add another 2d4 to the attack.

Wall of Storm

4th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concetration, up to 1 minute

You create a wall of lightning on a solid surface within range. You can make the wall up to 60 feet long, 10 feet high, and 5 foot thick, or a ringed wall up to 20 feet in diameter, 10 feet high, and 5 foot thick. The wall can be seen through and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 4d8 lightning damage to each creature that ends its turn within 15 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
A creature that is below half their max health takes an extra 2d8 damage
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Vampire's Bane

4th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Target: A point you choose within range
  • Components: V, S, M (a piece of phosphorescent material)
  • Duration: Concetration, up to 1 minute

A searing orb of radiant energy appears at a point you choose within range. The orb erupts into a blinding burst of sunlight, illuminating the area and searing nearby creatures with its intense heat. Each creature in a 20-foot-radius sphere centered on the orb's location must make a Constitution saving throw.
On a failed save, a creature takes 4d8 radiant damage and 2d6 fire damage. On a successful save, a creature takes half as much damage.
Additionally, at the start of each of its turns while within the orb's radius, a creature that failed its saving throw must make a Wisdom saving throw. On a failed save, the creature is compelled to move away from the orb by the most direct route available on its turn, as if frightened by the source of the light. This effect ends if the creature moves out of the orb's radius or if the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for each slot level above 4th, and the fire damage increases by 1d6 for each slot level above 4th.

5th-Level Spells

Prepare for Adventure

5th-Level Conjuration


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

After casting this spell, all of the gear you are wearing gets replaced with a random set of petty enchanted gear and a staff that has 1 random 1st or 2nd level spell on it which can be cast up to 10 times. Your gear is transported into a daedric pocket realm, any enchanted pieces that require time spent are automatically in effect. When the spell ends your magically created outfit and staff disappear and your old outfit returns. You can expend a first level spell slot to create a new set of enchantments and staff, this takes 1 minute instead. If a piece of the outfit is removed, it will disappear and the original piece of gear that was there will return.
At Higher Levels Casting this spell at higher levels increases the tier of the enchantments by 1 up to their max level.

Detect Life

5th-Level Alteration


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: S
  • Duration: 6 seconds

You channel your mind temporarily into Aetherius and witness the life force of all beings around you. You gain the ability to temporarily see all living creatures within 100 feet of you through walls. This spell has no effect on undead, daedra, plants and constructs.

Radiant Destruction

5th-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You raise your holy symbol high, calling forth divine condemnation upon a single target you can see within range. A brilliant ray of radiant energy lances out from your symbol toward the target. The target must make a Constitution saving throw. On a failed save, it takes 8d8 radiant damage and is blinded until the end of its next turn as its vision is overwhelmed by radiant brilliance. On a successful save, the target takes half damage and isn't blinded.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th, and the blindness effect lasts for an additional round for each slot level above 5th.

6th-Level Spells

Paralysis Rune

6th-Level Alteration


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 hour

You create a lightly glowing magical rune on the floor. Create a magical rune in a 5 foot square on the floor. When a creature enters the area the rune explodes and all creatures within 5 feet of the rune must make a Constitution saving throw or be paralyzed until the end of their next turn. The rune is not particularly difficult to spot and anyone with a passive investigation of 11 will be able to notice the rune. At Higher Levels Casting this spell at higher levels increases the DC to spot the rune by 1 as well as the duration of the effect by 1 turn.

7th-Level Spells

8th-Level Spells

9th-Level Spells

Mass Paralysis

9th-level Enchantment


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A briar's heart infused by a Hagraven worth 300 gold which this spell consumes)
  • Duration: 30 Seconds, concentration

You let out a rupture of green energy, restricting their movement. All creatures within 15-feet of the caster must make a constitution saving throw or be paralyzed for 30 seconds. A creature can retry the save at the end of each of their turns.

 

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