Spells

There are additional homebrew spells available in Abmarah beyond the traditional D&D 5e list of spells.

Level

Name

Time

School

Con.

Range

Duration

M.

cant.

Boulder Hurl

A

Trans.

⨉

60 ft.

Instant.

VS

cant.

Light Strike

A

Evoc.

⨉

Self (5 ft.)

Instant.

VS

1st

Comet Punch

BA

Evoc.

⨉

Self

Instant.

VS

1st

Toxic Strike

BA

Trans.

⨉

Self

1 min

VS

2nd

Maya

A

Illus.

✓

60 ft.

1 min

VS

2nd

Tomb of Sand

A

Evoc.

⨉

60 ft.

1 min

VSM

3rd

⬖ Blood Sacrifice

A

Necr.

⨉

15 ft.

Instant.

VS

3rd

Comet Impact

A

Conj.

⨉

150 ft.

Instant.

VSM

8th

⬖ Weavetear

A

Ench.

⨉

150 ft.

Instant.

VSM

⬖ Spells are special story-spells linked to certain storylines or factions, and are generally not available to acquire otherwise.

Cantrips
Boulder Hurl
Light Strike
1st-Level
Comet Punch
Toxic Strike
2nd-Level
Maya
Tomb of Sand
3rd-Level
⬖ Blood Sacrifice
Comet Impact
8th-Level
⬖ Weavetear

Cantrips


Boulder Hurl

Transmutation cantrip
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You launch a rock at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage, and it has disadvantage on the next weapon attack roll or saving throw it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Druid, Wizard


Light Strike

Evocation cantrip
Casting Time: Action
Range: Self (5-foot radius)
Components: V, S
Duration: Instantaneous

Light forms in your hand in the shape of a melee weapon of your choice. Make a melee spell attack against the target. On a hit, the target takes 1d10 radiant damage. Any wound created by this attack is instantly cauterized.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Classes: Cleric


1st-Level


Comet Punch

Level 1 Evocation
Casting Time: Bonus action, which you take immediately after hitting a target with an Unarmed Strike or a Melee weapon that does bludgeoning damage
Range: Self
Components: V, S
Duration: Instantaneous

Your fist glows with cosmic power that you unleash into a powerful punch. The target takes an extra 2d6 Force damage from the attack, and it must succeed on a Strength saving throw or be pushed a number feet away from you equal to 4 times your spellcasting modifier (minimum of 10 ft.). Huge and larger targets have advantage on this saving throw.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Classes: Cleric, Druid, Paladin, Ranger, Warlock


Toxic Strike

Level 1 Transmutation
Casting Time: Bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V, S
Duration: 1 minute

You inject a magical toxin directly into a creature. The target takes an extra 1d10 Poison damage from the attack, and it must succeed on a Constitution saving throw or have the Poisoned condition until the spell ends. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Constructs and any creatures without blood have Advantage on their saving throws made to resist this spell.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Classes: Artificer, Paladin, Ranger, Warlock


2nd-Level


Maya

Level 2 Illusion
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You completely change your appearance, clothing, held items, and voice to match another humanoid you can see within range and likewise make that target creature look and sound completely like you. The target must make a Charisma saving throw (the target can choose to fail) to resist the spell and is aware of the spell being cast.

For the duration, all other creatures who did not see the spell being cast treat you as the target and the target as you. Physical interaction with either of you reveals the illusion, for things can pass through the cosmetic changes. To determine that it is an illusion, a creature must take the Study action to inspect the appearance of you or the target and succeed on a Intelligence (Investigation) check against your spell save DC. A creature with Blindsight or Truesight can see through this illusion.

Additionally, you can cast spells as though you were in the target's space, but you must use your own senses. The target can not cast spells as if they were in your space. The spell ends instantly if you and the target move more than 60 feet away from each other.

Classes: Druid, Ranger, Sorcerer, Warlock, Wizard


Tomb of Sand

Level 2 Evocation
Casting Time: Action
Range: 60 feet
Components: V, S, M (a handful of sand)
Duration: 1 minute

You cause a small vortex of sand to appear around one creature you can see within range. The target makes a Strength saving throw. On a failed save, it takes 2d8 piercing damage from the sand and is blinded. On a successful save, it takes half as much damage and the spell ends. At the end of each of its turns until the spell ends, the target takes 1d8 piercing damage and then makes a Strength saving throw to break out of the vortex. On a failed save, the spell continues. On a successful save, the spell and blindness ends.

Using a Higher-Level Spell Slot. All the damage increases by 1d8 for each spell slot level above 2.

Classes: Druid, Ranger, Sorcerer


3rd-Level


While this spell is available to take normally unlike other ⬖ spells, it is considered a forbidden Varkanist spell within the lore and is generally frowned upon unless your character has a reason to use such spells.

⬖ Blood Sacrifice

Level 3 Necromancy
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You sacrifice the blood of those around you. Each creature of your choice (possibly including you) in a 15-foot radius Sphere originating from you makes a Constitution saving throw, taking 4d6 necrotic damage on a failed save or half as much damage on a successful one. One creature of choice within range (possibly including you) regains hit points equal to the 4d6 damage rolled.

Additionally, if a target is unconscious and at 0 hit points when this spell is cast, it immediately dies.

Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 3.

Classes: Cleric, Druid, Paladin, Ranger, Warlock


Comet Impact

Level 3 Conjuration
Casting Time: Action
Range: 150 feet
Components: V, S, M (a piece of starmetal)
Duration: Instantaneous

You summon a small comet that crashes down to a point you choose within range. It impacts through a 50-foot-long, 10-foot wide line centered on that point. Each creature in the Line makes a Dexterity saving throw, taking 8d6 bludgeoning damage on a failed save or half as much damage on a successful one. Non-magical objects and structures within the line take double the damage.

Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 2.

Classes: Druid, Magus, Sorcerer, Wizard


8th-Level


Weavetear, also known as the Curse of Aethys, is a unique spell that can only be taught by the goddess Aethys herself to certain people. It functions as a combination of Befuddlement and Antimagic Field and cannot be learned without Aethys' blessing.

⬖ Weavetear

Level 8 Enchantment
Casting Time: Action
Range: 150 feet
Components: V, S, M (a weapon that deals slashing damage made entirely out of gold)
Duration: Instantaneous

You target a creature's soul using the Curse of Aethys, and try to cut its connection to the weave. The target makes a saving throw using its spellcasting ability, or an Intelligence saving throw if it does not have spellcasting. If the target is currently concentrating on a spell, it has Disadvantage on the saving throw.

On a failed save, the target takes 10d12 Force damage and can't cast spells or take the Magic action. The target loses concentration if it was concentrating on any effect, and any ongoing magical effects on the target instantly end. Furthermore, the target cannot use the magical properties of magic items. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Heal or Wish spell. On a successful save, the target takes half as much damage only.

Classes: Cleric, Druid, Warlock