Contents
Foreword
This is but one part of a full conversion project, much of which has already been completed. Look forward to more!
Credit
All Elden Ring art, images and original concepts are created by and attributed to From Software.
Spellcasting Rules
In the world of Elden Ring, spells cast by sorcerers (the equivalent of Wizards in the lands between) are all channeled through glintstone staffs rather than material components as is usual in DnD 5e. Therefore, most material components are not listed, and if they are, they are listed as an "arcane focus" - and keep in mind that the only kind of arcane focus in the lands between is a staff.
Conditions
Some spells apply conditions, listed below:
Frostbitten
- A frostbitten creature's speed is halved.
- The creature can take its action or bonus action, but not both.
- Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
- If the creature takes fire damage, the condition ends.
Frenzied Madness
Some creatures and objects can cause a special condition called frenzied madness. Frenzied madness is measured in three levels. An effect can give a creature one or more levels of frenzied madness, specified in the effect's description.
Frenzied madness levels have no effect until a creature has 3 levels. When a creature gains its third level, it takes psychic damage equal to 1d12 + its level or CR (whichever is applicable), and if it has spell slots, its highest level spell slot is expended. Additionally, it is stunned until the end of its next turn. After suffering these effects, the creature loses all its levels of frenzied madness.
If a creature with a level of frenzied madness suffers another effect that causes frenzied madness, its current level of frenzied madness increases by the amount specified in the effect's description.
Finishing a long or short rest removes all frenzied madness levels from a creature.
Deathblight
Some creatures and objects can cause a special condition called deathblight. Deathblight is measured in six levels. An effect can give a creature one or more levels of deathblight, specified in the effect's description.
Deathblight levels have no effect until a creature has 6 levels, at which point it dies.
If a creature with a level of deathblight suffers another effect that causes deathblight, its current level of deathblight increases by the amount specified in the effect's description.
Finishing a long or short rest removes all deathblight levels from a creature.
Patreon & Other Work
My other work: u/Geoho6
No homebrew I make will ever be behind a paywall, but if you'd like to support my work and this project, here is a link to my Patreon page! patreon.com/Geoh
And finally, join the discord to be notified about updates! discord.gg/XMu6dR3SZu
1st Level
Glintstone PebbleEvocation cantrip
Casting Time: 1 action |
You launch a magical projectile at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
You can fire more projectiles when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the projectile at the same target or at different ones. Make a separate attack roll for each projectile.
StarlightEvocation cantrip
Casting Time: 1 action |
You create a small, floating star light. It stays above your head and moves with you. Until the spell ends, the starlight sheds blue-hued bright light in a 20-foot radius and dim light for an additional 20 feet.
Carian Slicer1st-level conjuration
Casting Time: 1 action |
You conjure a magic sword and deliver a swift slash. Make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes 2d8 + your spellcasting ability modifier slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make an additional attack for every 2 slot levels above 1st.
Frozen Armament1st-level transmutation
Casting Time: 1 action |
A nonmagical weapon you are holding becomes a magic weapon until the spell ends. For the duration, the weapon deals an extra 1d4 cold damage when it hits. If you stop holding the weapon, the spell ends.
When you hit a creature with the weapon, you can choose for the creature to make a Constitution saving throw. Upon failure, it is frostbitten until the end of your next turn and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the bonus to damage rolls increases to 2d4, and the spell does not end when a creature fails the save. When you use a spell slot of 6th level or higher, the bonus increases to 3d4.
Glintstone Arc1st-level evocation
Casting Time: 1 action |
You fire a horizontal arc of magic that spreads outward. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 2d6 force 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 1d6 for each slot level above 1st.
Glintstone Icecrag1st-level evocation
Casting Time: 1 action |
You launch a mass of cold magic towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage, and must make a Constitution saving throw. Upon failure, it is frostbitten for the duration.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
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.
Glintstone Stars1st-level evocation
Casting Time: 1 action |
You fire three magic shooting stars that pursue a creature within range. Make a ranged spell attack for each star. On a hit, the target takes 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional star for each slot level above 1st.
Gravity Well1st-level evocation
Casting Time: 1 action |
You fire a projectile of condensed gravitational force towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage. If the target is Large or smaller or is an object weighing less than 500 pounds, it is pulled 10 feet towards you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pulled increases by 5 feet and the damage increases by 2d8 for every 2 slot levels above 1st.
Magic Downpour1st-level evocation
Casting Time: 1 action |
You summon a mass of magic that fires a volley of projectiles over a wide area. Every creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 3d4 force 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 1d4 for each slot level above 1st.
Magic Glintblade1st-level evocation
Casting Time: 1 action |
You create a sigil 5 feet above you. At the start of your next turn, a glintblade emerges from the sigil and fires at the nearest hostile creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 force damage.
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.
Night Maiden's Mist1st-level conjuration
Casting Time: 1 action |
You create a 10-foot-radius sphere of life-sapping silver mist centered on a point within range. The mist spreads around corners, and its area is lightly obscured. The mist lingers in the air for the duration.
Each creature that starts its turn in the mist takes 2d4 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Scholar's Armament1st-level transmutation
Casting Time: 1 action |
A nonmagical weapon you are holding becomes a magic weapon. For the duration, the weapon has a bonus to its damage rolls equal to your spellcasting ability modifier. The added damage is force damage. If you stop holding the weapon, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the bonus to damage rolls increases to 1d4 + your spellcasting ability modifier. When you use a spell slot of 6th level or higher, the bonus increases to 2d4 + your spellcasting modifier.
Scholar's Shield1st-level transmutation
Casting Time: 1 action |
A nonmagical shield you are holding becomes magical, granting you +2 to your AC and Dexterity saving throws for the duration. This bonus is in addition to the shield's normal bonus to AC. If you stop holding the shield, the spell ends.
Shatter Earth1st-level evocation
Casting Time: 1 action |
You imbue your arcane focus with magic, then thrust it into the ground, creating a magical shockwave. Each creature in a 10-foot radius sphere originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
On your next turn, you can choose to use your action to create another shockwave.
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.
Swift Glintstone Shard1st-level evocation
Casting Time: 1 bonus action |
You quickly launch a magic projectile at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
Unseen Blade1st-level illusion
Casting Time: 1 action |
A weapon you are holding becomes invisible, granting you a bonus to attack rolls you make with the weapon equal to your spellcasting ability modifier against creatures that cannot see it. This lasts for the duration or until you stop holding the weapon.
2nd level
Briars of Punishment2nd-level necromancy
Casting Time: 1 action |
You wound yourself with thorns of punishment, sending a line of bloodthorns 60 feet long and 5 feet wide across the ground out from you in a direction you choose. You take 1d8 piercing damage, and every creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the line increases by 1d8 for each slot level above 1st.
Carian Retaliation2nd-level abjuration
Casting Time: 1 reaction, which you take upon being hit with a spell attack |
As a reaction to being hit with a spell attack, you can quickly gesture to dispel the incoming magic.
You reduce the damage of the attack by 1d10 + your spellcasting ability modifier, and can retaliate with summoned glintblades by making three ranged spell attacks against any creature within 30 feet of you. The glintblades deal 1d6 + your spellcasting modifier force damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduced increases by 1d10 for every 2 slot levels above 2nd.
Crystal Burst2nd-level evocation
Casting Time: 1 action |
You fire a burst of glintstone crystal shards. Every creature in a 15-foot cone takes 4d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Freezing Mist2nd-level conjuration
Casting Time: 1 action |
You create a 10-foot-radius sphere of cold mist centered on a point within range. The mist spreads around corners, and its area is lightly obscured. The mist lingers in the air for the duration.
Each creature that starts its turn in the mist must make a Constitution saving throw. Upon failure, it takes 4d6 cold damage and is frostbitten until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Glintblade Phalanx2nd-level conjuration
Casting Time: 1 action |
You form an arc of five magic glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 + your spellcasting modifier force damage.
The glintblades last for the duration or until all five of them are used.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every 2 slot levels above 1st.
Great Glintstone Shard2nd-level evocation
Casting Time: 1 action |
You launch a large magical projectile towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Lucidity2nd-level abjuration
Casting Time: 1 action |
When you cast this spell, you lose all levels of frenzied madness and magic can't put you to sleep for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour.
Magma Shot2nd-level evocation
Casting Time: 1 action |
You fire a lump of magma that explodes on contact towards a point within range. Every target within a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 fire damage on failed save, or half as much damage on a successful one.
For the duration, any surfaces in the area are covered in magma. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the initial explosion increases by 1d6 for each slot level above 2nd.
Night Shard2nd-level illusion
Casting Time: 1 action |
You swiftly fire a semi-invisible magical projectile towards a creature or object within range. Creatures other than you cannot see the projectile. Make a ranged spell attack against the target at advantage. On a hit, the target takes 4d4 force damage. This damage can only be reduced by resistance and immunity.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Oracle Bubbles2nd-level evocation
Casting Time: 1 action |
You produce several small bubbles that drift outward in a 30-foot cone for the duration. When a creature moves into or within the area, it takes 2d4 thunder damage for every 5 feet it travels. At the start of your next turn, every creature in the cone takes 2d4 thunder damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Rancorcall2nd-level necromancy
Casting Time: 1 action |
You summon three vengeful spirits that chase down a target creature within range. Make a ranged spell attack for each spirit. On a hit, the target takes 1d8 necrotic damage.
For each attack you miss, you can make another attack against the same creature at the start of your next turn as the spirits continue to pursue it. The creature must still be within range for you to make these attacks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon one additional vengeful spirit for each slot level above 2nd.
Rock Blaster2nd-level evocation
Casting Time: 1 action |
You imbue your arcane focus with magic, creating a magical drill in your hands. When you cast this spell, you can move up to your speed and make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 2d10 piercing damage.
On each of your turns until the spell ends, you can use your action to make this attack again or to thrust the drill into the ground, creating a magical shockwave and ending the spell. If you do not use either of these actions, the spell ends.
The shockwave forces each creature in a 10-foot radius sphere originating from you to make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the drill increases by 1d10 and the damage of the shockwave increases by 1d8 for each slot level above 1st.
Rock Sling2nd-level transmutation
Casting Time: 1 action |
You pull a clump of rocks from the earth and send them flying out in line 60 feet long and 10 feet wide. This spell works only if there is a surface within 5 feet of you.
Make three ranged spell attacks against the creature or object closest to you within the line. On a hit, the target takes 1d10 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you make one additional attack against the target for each slot level above 2nd.
Terra Magica2nd-level transmutation
Casting Time: 1 action |
You draw a sigil upon the ground beneath you that raises the strength of magic in a 10-foot radius sphere. Whenever a creature within the area rolls damage for a spell that it casts, the damage increases by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage die size increases for every 2 slot levels above 2nd; 1d6 at 4th level or higher, 1d8 at 6th level or higher, and 1d10 at 8th level or higher.
Thops' Barrier2nd-level abjuration
Casting Time: 1 reaction, which you take upon being hit with a melee or ranged spell attack |
When a creature hits you with a melee weapon attack or ranged spell attack, you can use your reaction to deflect the attack using a magical forcefield. Roll an ability check using your spellcasting modifier. The DC is equal to the attack roll total of the attack that hit you.
If you succeed, the attack is turned into a miss. If the attack was a melee weapon attack, the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit.
If you fail the ability check, the damage you take from the attack is doubled.
Unseen Form2nd-level illusion
Casting Time: 1 action |
You and one other creature you touch become translucent. For the duration, a creature affected by this spell has advantage on Dexterity (Stealth) checks, and attack rolls made from more than 30 feet away from the creature have disadvantage.
3rd level
Ambush Shard3rd-level illusion
Casting Time: 1 action |
You launch a magical projectile that appears 10 feet behind a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Cannon of Haima3rd-level evocation
Casting Time: 1 action |
You lob an explosive magic projectile that flies in an arc towards a point within range. Every creature within a 15-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 force damage on a failed save, of half as much damage on a successful one.
The projectile can be thrown over obstacles with a height of 15 feet or less, reaching a point behind it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Carian Greatsword3rd-level conjuration
Casting Time: 1 action |
You conjure a magic greatsword and deliver a sweeping blow. Make a single melee spell attack targeting each creature within 10 feet of you. On a hit, a target takes 2d10 + your spellcasting ability modifier slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every 2 slot levels above 3rd.
Carian Piercer3rd-level conjuration
Casting Time: 1 action |
You conjure a magic greatsword and thrust it forward. Make a melee spell attack roll targeting each creature in a line 5 feet wide and 10 feet long. On a hit, the target takes 4d10 + your spellcasting ability modifier piercing damage. If it is riding another creature, the target is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Crystal Barrage3rd-level evocation
Casting Time: 1 action |
You fire a barrage of glintstone crystal shards from your arcane focus in a line 60 feet long and 5 feet wide. Each creature in the line takes 6d4 force damage.
On subsequent turns until the spell ends, you can use your action to continue firing. When you continue firing, you can choose to change the direction of the line. If you move or take another action, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Fia's Mist3rd-level necromancy
Casting Time: 1 action |
You create a 10-foot radius sphere of deathly mist centered on a point within range. The mist spreads around corners, and its area is heavily obscured. The mist lingers inthe air for the duration.
Each humanoid that ends its turn in the mist must make a Constitution saving throw or suffer one level of deathblight.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere and the range of the spell both increase by 5 feet for every 2 slot levels above 3rd.
Gavel of Haima3rd-level conjuration
Casting Time: 1 action |
You conjure a magical greathammer and slam it down upon a creature within 5 feet of you. Make a melee spell attack against the target. On a hit, it takes 4d12 force damage.
Whether the attack hits or misses, every creature other than you within a 10 feet of the target must make a Dexterity saving throw as a magical shockwave emerges from the hammer's point of impact. A target takes 4d6 force 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 5th level or higher, the initial damage increases by 1d12 and the damage of the shockwave increases by 1d6 for every 2 slot levels above 3rd.
Great Oracular Bubble3rd-level evocation
Casting Time: 1 action |
You create a giant magical bubble that drifts towards a target creature within range. For the duration, the bubble moves 30 feet towards the target at the end of each of its turns.
When the bubble enters the target's space, it pops, dealing 12d4 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 round and the damage increases by 1d4 for each slot level above 3rd.
Greatblade Phalanx3rd-level conjuration
Casting Time: 1 action |
You form an arc of three large glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack roll against the creature. On a hit, the target takes 2d12 + your spellcasting modifier force damage.
The glintblades last for the duration or until all three of them are used.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for every 2 slot levels above 3rd.
Loretta's Greatbow3rd-level conjuration
Casting Time: 1 action |
You summon a magic greatbow and fire a conjured arrow at a creature or object within 600 feet. Make a ranged spell attack against the target. If the target is more than 150 feet away, the attack roll has disadvantage. On a hit, the target takes 6d6 force damage.
If you use the ready action to cast this spell, it deals an additional 1d6 damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Roiling Magma3rd-level evocation
Casting Time: 1 action |
You fire a roiling lump of magma at a point within range. At the start of your next turn, the magma explodes. Every creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
After the magma explodes, any surfaces in the area are covered in magma for the duration. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
Shard Spiral3rd-level evocation
Casting Time: 1 action |
You create two projectiles that form a spiral as they travel in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much on a successful one.
If a target's size is Large or greater, it takes an additional 4d6 damage, which is also halved on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
Star Shower3rd-level evocation
Casting Time: 1 action |
You fire six magic shooting stars that pursue a creature within range. Make a ranged spell attack for each star. On a hit, the target takes 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional star for each slot level above 3rd.
4th level
Adula's Moonblade4th-level conjuration
Casting Time: 1 action |
You conjure a cold magic greatsword and deliver a sweeping blow. Make a single melee spell attack targeting each creature within 10 feet of you. On a hit, a target takes 2d10 + your spellcasting ability modifier slashing damage.
A blade-like projectile of frost is then launched from the greatsword in a 20-foot-long, 15-foot-wide line. Each creature must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and isn't frostbitten.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the greatsword and the projectile both increase by 1d10.
Carian Phalanx4th-level conjuration
Casting Time: 1 action |
You form an arc of ten magic glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 + your spellcasting modifier force damage.
The glintblades last for the duration or until all ten of them are used.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6.
Collapsing Stars4th-level evocation
Casting Time: 1 action |
You fire many gravitational projectiles towards a creature or object within range. The target must make a Dexterity saving throw. A creature takes 6d8 force damage on a failed save, or half as much on a successful one. A creature that is Large or smaller that fails the save is pulled 20 feet towards you. If the target is an object, it must weigh less than 1000 pounds.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.
Eternal Darkness4th-level abjuration
Casting Time: 1 action |
You create a space of darkness that draws in magic. For the duration, any spell of 3rd level or lower cast by a hostile creature that targets a creature or object within a 30-foot radius of you fails and has no effect. If the spell is 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to one level below the level of the spell slot you used.
Gelmir's Fury4th-level evocation
Casting Time: 1 action |
You conjure surging magma in a 20-foot radius around yourself. Every other creature in the area must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue conjuring magma in the same area. If you move or take another action, the spell ends.
Glintstone Cometshard4th-level evocation
Casting Time: 1 action |
You fire a magical comet with a trailing tail in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much on a successful one.
Until the end of your next turn, any creature that enters the line for the first time on a turn or ends its turn there takes 1d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for each slot above 4th.
Meteorite4th-level conjuration
Casting Time: 1 action |
You summon a void above your head that emits a rain of small meteorites over a wide area. Every creature in a 30-foot cone must make a Dexterity saving throw. A target takes 5d6 bludgeoning damage on a failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue emitting meteorites in the same area. If you move or take another action, the spell ends.
Night Comet4th-level illusion
Casting Time: 1 action |
You fire a semi-invisible magic comet with a trailing tail in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw at disadvantage. A creature takes 8d4 force damage on a failed save, or half as much on a successful one. This damage can only be reduced by resistance and immunity.
Until the end of your next turn, any creature that enters the line for the first time on a turn or ends its turn there takes 1d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d4 for each slot above 4th.
Tibia's Summons4th-level necromancy
Casting Time: 1 action |
You summon a group of spectral skeletons to attack creatures around a point you choose within range. Make a melee spell attack against each creature of your choice in a 10-foot radius sphere centered on that point. On a hit, a target takes 4d6 + your spellcasting ability modifier slashing damage.
For the purpose of features that enhance undead you control, such as Undead Thralls from the School of Necromancy, these attacks count as a weapon attack made by an undead creature you control and created with this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.
Zamor Ice Storm4th-level evocation
Casting Time: 1 action |
You strike the ground with your arcane focus and summon a freezing tornado in a 20-foot radius around you. Every creature other than you in the area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and is not frostbitten.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.
5th level
Ancient Death Rancor5th-level necromancy
Casting Time: 1 action |
You summon a swarming horde of vengeful spirits that chase down a target creature within range. The target must make a Dexterity saving throw. It takes 10d8 necrotic damage on a failed save.
If the creature succeeds the save, it takes no damage, but must repeat it again at the start of your next turn as the spirits continue to pursue it. The creature only repeats the saving throw if it is still within range.
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 above 5th.
Crystal Release5th-level evocation
Casting Time: 1 action |
You create a mass of crystal above you and shatter it in a 30-foot radius around yourself. Every creature in the area other than you takes 10d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot above 5th.
Shattering Crystal5th-level evocation
Casting Time: 1 action |
You shatter a mass of crystal out to a 30-foot cone. Each creature in the area takes 10d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot above 5th.
Stars of Ruin5th-level evocation
Casting Time: 1 action |
You fire ten dark stars that pursue a creature within range. The target must make a Dexterity saving throw. It takes 10d8 force damage on a failed save, or half as much on a successful one.
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 above 5th.
6th level
Crystal Torrent6th-level evocation
Casting Time: 1 action |
You fire a mass of crystal shards from your arcane focus in a line 100 feet long and 5 feet wide. Each creature in the line takes 10d4 force damage.
On subsequent turns until the spell ends, you can use your action to continue firing. When you continue firing, you can choose to change the direction of the line. If you move or take another action, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot above 6th.
Explosive Ghostflame6th-level necromancy
Casting Time: 1 action |
You strike the ground with your arcane focus, triggering a great explosion of ghostflame that burns all creatures in a 60-foot radius around yourself. Every creature in the area other than you must make a Dexterity saving throw. A creature takes 6d8 necrotic and 6d8 fire damage on a failed save, or half as much on a successful one.
Until the end of your next turn, ghostflame burns surfaces in the area. When a creature moves into or within the area, it takes 1d8 necrotic damage for every 5 feet it travels.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot above 6th.
Loretta's Mastery6th-level conjuration
Casting Time: 1 action |
You summon a magic greatbow and fire four conjured arrows, firing them at creatures within range. Each target must be within 15 feet of another, and a single target cannot be hit by more than 2 arrows. Make a ranged spell attack roll for each arrow. If the target is more than 150 feet away, the attack roll has disadvantage. On a hit, the target takes 5d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6.
Rykard's Rancor6th-level necromancy
Casting Time: 1 action |
You summon a searing spirit that leaves behind a trail of delayed explosions. It travels in a line 60 feet long and 5 feet wide. Each creature within 10 feet of the line must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much on a successful one.
Every creature in a 10-foot-radius sphere centered on the end of the line takes an additional 4d6 fire damage, which is also halved on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d6 for each slot level above 6th.
7th level
Comet7th-level evocation
Casting Time: 1 action |
You fire a great magical comet in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 force damage on a failed save, or half as much on a successful one. If a creature that failed the save is Medium or smaller, it is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Founding Rain of Stars7th-level evocation
Casting Time: 1 action |
You summon a dark cloud of stars in a 40-foot-radius sphere centered on a point within range. Until the spell ends, every creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw as a flood of star rain falls upon them. A creature takes 10d6 force damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Meteorite of Astel7th-level conjuration
Casting Time: 1 action |
You summon a void above your head that emits a hail of many large meteorites over a wide area. Every creature in a 90-foot cone must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue emitting meteorites in the same area. If you move or take another action, the spell ends.
8th level
Comet Azur8th-level evocation
Casting Time: 1 action |
You fire a powerful comet in a torrent, channeling the power of the origin of glintstone in a line 150 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 10d10 force damage on a failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue firing. When you continue firing, you can choose to change the direction of the line. If you move or take another action, the spell ends.
9th level
Rennala's Full Moon9th-level conjuration
Casting Time: 1 action |
You lift into the air and become the vessel of the full moon, summoning it upon yourself and sending it floating towards a point within range. It travels in a line 15 feet wide and as long as the distance between yourself and the chosen point. Until the start of your next turn, the area is under the effect of the Antimagic Field spell.
At the start of your next turn, the moon reaches the point and explodes in a 40-foot-radius sphere. Every creature in the area must make a Dexterity saving throw. A target takes 12d12 force damage on a failed save, or half as much on a successful one. This damage cannot be reduced in any way.
A creature that has resistance or immunity to force damage that is damaged by this spell loses its resistance or immunity until it completes a long rest.
Ranni's Dark Moon9th-level conjuration
Casting Time: 1 action |
You lift into the air and become the vessel of a cold, dark moon, summoning it upon yourself and sending it floating towards a point within range. It travels in a line 15 feet wide and as long as the distance between yourself and the chosen point. Until the start of your next turn, the area is under the effect of the Antimagic Field spell.
At the start of your next turn, the moon reaches the point and explodes in a 40-foot-radius sphere. Every creature in the area must make a Dexterity saving throw. A target takes 8d12 force damage on a failed save, or half as much on a successful one. This damage cannot be reduced in any way. If a creature fails this saving throw, it is frostbitten for one hour.
A creature that has resistance or immunity to force damage that is damaged by this spell loses its resistance or immunity until it completes a long rest.
Changelog
1.0
Release!
1.1
Carian Slicer
- Damage reduced to 2d8
Frozen Armament
- Frostbitten can now only be applied once with Frozen Armament, ending the spell after it is applied with a Con save.
- If the spell is upcast to 3rd or 4th level, it no longer ends when the condition is applied
- Added "Until the spell ends" to specificy that it does not become a magic weapon forever.
- Cleaned up the wording a little bit
Glintstone Arc
- Fixed a typo: 15-foot cone is now 30-foot cone as intended
- Reduced the damage by 1d6 - Glintstone arc is now further distance than burning hands, but less damage
Glintstone Icecrag
- Reduced the duration of Glintstone Icecrag's frostbitten effect to 1 round.
Gravity Well
- Wording clarified to allow objects to be damaged by the spell
Magic Downpour
- Reduced cone size to 60 feet
Scholar's Shield
- AC bonus increased to 2, and the bonus applies to dexterity saving throws aswell
Unseen Blade
- Clarified that the bonus does not apply to creatures which can see the weapon.
Oracle Bubbles
- Increased damage of the explosion to 2d4
Carian Piercer
- Changed spell to be a line 10 feet long, meaning it has the potential to hit 2 creatures instead of 1
Meteorite
- Increased damage to 5d6
Gelmir's Fury
- Increased damage to 5d6
Explosive Ghostflame
- Damage changed to 6d8 necrotic and 6d8 fire
Loretta's Mastery
- A target can now only be hit with a maximum of 2 arrows, and the damage is reduced by 1d6
Crystal Barrage & Crystal Torrent
- Wording adjusted so creatures take damage when the line appears instead of when they start their turn in it