Gaioforce Spellcasting
Overview
Blah blah blah, some generic overview of Gaioforce spellcasting. The Gaioforce is a primordial & wild source of Elder Magic, forming it's own weave of magic through the Gaion system that runs paralell to the Arcane Weave. The Gaioforce is perceived as five distinct auras, each governing a different cosmic component of the universe:- Garonis Aura: Matter. Esgaron (sunken continent of the giants) & the Seregan Islands are considered Garonis Regions. Aurovian Wilds is considered a Garonis Plane.
- Goultani Aura: Energy. Hythenos (human/human-like continent) & Dalterra (elven/elf-like continent) are considered Goultani Regions. Skies of Hytheria is considered a Goultani Plane.
- Blauri Aura : Dark Matter. The oceans of Gaion are considered Blauri Regions. Ominor/The Ominoid Seas is considered a Blauri Plane.
- Daidrin Aura : Dark Energy. Cyregnor (arctic continent) and the arctic seas around it are considered Daidrin Regions. Darthalheim is considered a Daidrin Plane.
- Rouzhai Aura : Antimatter. Thagoria (orc & goblinoid continent) and the Sanhi Desert are considered Rouzhai Regions.
Subclass Options
Most Gaioforce-users are born with their connection or granted access by a divine power, which was almost exclusively the case prior to the Elder Wars. However, ambitious arcanists & other magic-users have discovered ways to grant access to the Gaioforce without this birthright. The following classes have Gaioforce Subclasses, each detailed on a separate statblock for the class. The spellcasting ability score used for these subclasses is also indicated below. Due to the imcompatibility of how they derive their magic, Gaioforce Subclasses are not available to Bards or Blood Hunters.- Artificer: Intelligence, can prepare their spells each Long Rest. Through their extensive study & experimentation with magitech & the arcane, some artificers have applied this knowledge to seek out and imbue thier tools of artifice with the Gaioforce. To choose this subclass at level 3, the artificer would need to perform a highly skilled magitech procedure at a Gaioforce Nexus or equally powerful source.
- Barbarian: Constitution, can rearrange any number of their spells each time they level up. Through the primal rage they channel through their bodies & combat, a barbarian's force of raging will & indominable physique can tap into the Gaioforce, if properly attuned to it. Gaioforce barbarians are almost exclusively born, but typically don't awaken their dormant connection until their first rage at level 3 (the level they choose this subclass). Rumors speak of barbarians who gained their connection by exclusively battling/raging at a Gaioforce Nexus site for a whole month, but none of these claims have been substantiated by scholars. A player choosing this barbarian subclass should write their character to be from the Gaioforce Region of their chosen aura. Gaioforce Barbarian (Primal Path)
- Cleric: Wisdom, can prepare their spells each Long Rest. Clerics are granted a connection to the Gaioforce that aligns with their deity. Hytherian Gods grant the Goultani Gaioforce, Aurovian Gods grant the Garonis Gaioforce, Thugoran Gods grant the Rouzhai Gaioforce, Darthalheim Gods grant the Daidrin Gaioforce, and Ominoid Gods grant the Blauri Gaioforce.
- Druids & Rangers: Wisdom, can prepare their spells each Long Rest. Through their primordial/divine connection to nature & its magicks, druids & rangers can cross the boundaries between the natural world & the Gaioforce. They will have discovered this connection by level 3 (when they choose this subclass) through an ancient ritual, but are not tied to any particular background or region beyond the life that made them a ranger/druid.
- Fighter: Constitution, can rearrange any number of their spells each time they level up. Gaioforce Fighters are exclusively born. They can channel their innate Gaioforce connection through their martial prowess. As such, players choosing this subclass will need to have their character be from their respective Gaioforce Region, as well as working this magical connection into their backstory.
- Monk: Constitution or Wisdom, can prepare their spells each Long Rest. Through their mastery of ki, monks can align their own ki with an aura of the Gaioforce. Some Gaioforce monks are born with this innate convergence, but it takes years of practice for others. It also must be sought out early in a monk's training, as the Gaioforce must be trained alongside the user's ki mastery for both to synchronize. As such, players choosing this subclass option would need to either write their character as being born with it (choosing the appropriate Gaioforce Region or Plane) or write their character as having sought out a monastery dedicated to it, such as the Sholai Monks in the same-named mountains of Western Hythenos.
- Paladin: Charisma, can prepare their spells each Long Rest. Paladins are granted a connection to the Gaioforce that aligns with their deity. Hytherian Gods grant the Goultani Gaioforce, Aurovian Gods grant the Garonis Gaioforce, Thugoran Gods grant the Rouzhai Gaioforce, Darthalheim Gods grant the Daidrin Gaioforce, and Ominoid Gods grant the Blauri Gaioforce.
- Rogue: Dexterity or Charisma, can rearrange any number of their spells each time they level up. Gaioforce Rogues are exclusively born. They channel their innate Gaioforce connection through their speedy physiology or devilish charm. As such, players choosing this subclass will need to have their character be from their respective Gaioforce Region, as well as working this magical connection into their backstory.
- Sorcerer: Charisma, can rearrange any number of their spells each time they level up, can rearrange 1 spell per day with a Long Rest. All Gaioforce sorcerers are born with their magic connection. They may start practicing at a young age due to their unpredicatbly-awaking abilitiies throughout their youth. As such, a Gaioforce sorcerer would need to be from the Gaioforce Region that aligns with the player's chosen aura, and might even have narrative effects depending on how their powers manifested and the culture around them.
- Warlock: Charisma, can rearrange any number of their spells each time they level up, can rearrange 1 spell per day with a Long Rest. Warlocks are granted a connection to the Gaioforce that aligns with their patron. Celestials grant the Goultani Gaioforce, fey grant the Garonis Gaioforce, demons grant the Rouzhai Gaioforce, devils/undead grant the Daidrin Gaioforce, and aqui/aquatic beings grant the Blauri Gaioforce. Unaligned fiends can grant either the Rouzhai or Daidrin Gaioforce depending on which way they lean strongest.
- Wizards: Intelligence, can prepare their spells each Long Rest. Through their ambitious & deep understanding of the Arcane Weave, some powerful wizards have learned methods to tap into the Gaioforce as well. These methods range from temporarily drawing the Gaioforce for specific enchantments/rituals to permanently tethering a connection to it. They do the latter by creating a Gaioforce Focus, a unique spellcasting focus that is imbued with the Gaioforce through a complicated ritual, which must be performed at a Gaioforce Nexus or similarly powerful source. As such, choosing this subclass does not limit you to any particular background or region, but it will require this quest to be performed early in their wizardship (by the time they choose this subclass). They can copy spells from other Gaioforce auras into their spellbook, but casting them will trigger Wild Magic rules every time.
- Garonis Damage Types: thunder, cold, acid, poison
- Goultani Damage Types: fire, lightning, radiant, thunder
- Blauri Damage Types: cold, acid, poison, lightning
- Daidrin Damage Types: cold, necrotic, force, thunder
- Rouzhai Damage Types: fire, lightning, radiant, necrotic
Multiclassing
If a character playing a different class chooses to multiclass into a Gaioforce subclass, they start the Gaioforce Subclass at level 1, gaining none of it's saving throw, or skill proficiencies. They can gain access to either the class' weapon or armor proficiencies, but not both. Otherwise, they progress through the class as normal, gaining access to the Gaioforce whenever the subclass dictates. If a character playing a Gaioforce Subclass chooses to multiclass into a 5e class, they use the regular rules for Multiclassing as indicated in the Player's Handbook/sources tht draw from it.If a character playing a Gaioforce subclass chooses to multiclass into another Gaioforce subclass, they start their progression differently. If a half-caster subclass multiclasses into a full-caster subclass, they gain none of the classes prior features or proficiencies, but start their progression at the level they would have been if they stuck with their orignal class. This gives them access to any additional spell slots earned at that level & beyond. If a full-caster subclass multiclasses into a half-caster subclass, they gain their saving throw, skill, tool, weapon & armor proficiencies, but start their progression at the level they would have been if they stuck with their original class. If a half-caster multiclasses into another half-caster (or the same situation with full-casters), they gain none of the prior proficiencies/features and start their progression at the level they would have been if they stuck with their original class.
Gaioforce Multiclassing updates
- When multiclassing from one Gaioforce subclass to another, you retain the spell progression of both classes at your total player level, whichever is higher.
- When multiclassing into a Gaioforce sorcerer or druid, your progression starts at the level you would be at if you continued leveling in your existing class, complete with all spell slots & class resources you’d have access to. However, you only get Gaioforce subclass abilities from that level and onward, unless you would receive improved versions of earlier abilities at the higher levels you could access. You would not unlock those abilities until you reach the necessary level of improvement (ex. An ability improves at level 17, but you multiclassed starting at 15; can’t access the non-improved form of that ability before lvl 17). Abilities that stem from unique class resources (ex. Ki points, sorcery points) are excluded from this rule; they become available upon beginning your multiclass.
- When multiclassing into a Gaioforce bard, wizard, artificer, cleric or warlock, you begin the class progression from lvl 1, as normal.
- When multiclassing into a Gaioforce martial class from a full-caster class, you begin the class progression from lvl 1, as normal.
- When multiclassing into a Gaioforce martial class from a martial or half-caster class, your progression starts at the level you would be at if you continued leveling in your existing class, complete with all spell slots, class resources & class abilities you’d have access to at that level. You only get Gaioforce subclass abilities from that level and onward, unless you would receive improved versions of earlier abilities at the higher levels you could access. You would not unlock those abilities until you reach the necessary level of improvement (ex. An ability improves at level 17, but you multiclassed starting at 15; can’t access the non-improved form of that ability before lvl 17). Abilities that stem from unique class resources (ex. Ki points, sorcery points) are excluded from this rule; they become available upon beginning your multiclass. Alternatively, when you begin your multiclass into the Gaioforce subclass, you can choose to convert 1 level of your previous class into the Gaioforce subclass you’ve chosen, working its way backwards (ex. If you were level 10 Rogue & multiclass into Gaioforce Fighter at level 11, you could choose to reduce 1 rogue level to become a 9 Rogue/2 Fighter). Every time you level up in the Gaioforce subclass, you can convert 1d4 levels of your original class into the Gaioforce subclass.
Other Facts
General Progression
1. Cantrips: basic Gaioforce techniques that do not need replenishing (plasma blasts, telekinetic pushes, sensing spells, etc.) 2. 1st-3rd level: beginner spells (waves, extended blasts, shields, body amplifications, etc.) 3. 4th-6th level: intermediate spells (redirections, beams, ???, etc.) 4. 7th-8th level: advanced spells (large AoEs, multiple AoEs, teleportation, etc.) 5. 9th-level: mastery spells (instant kills, high-damage, etc.)Weapons & Armor
Martial Gaioforce-users often channel their power through their own weapons & armor out of convenience, rather than sheithing or undonning them. However, regular weapons & armor can only take so much of the Gaioforce before breaking. As such, Gaioforce-users are taught how to enchant their weapons/armor early in their training to be in tune with their aura.Fighting Styles
Martial Gaioforce-users fight in the manner dictated by their class, learning to channel the Gaioforce into those styles. Gaioforce sorcerers employ a manner of martial arts dictated by their aura, as Gaioforce casting requires Somatic motions (punches, kicks, etc.) along with Material components (whatever Gaioforce element they use). As such, Gaioforce sorcerers are trained in the martial arts necessary to use their power, giving them a 1d4 Martial Arts die for unarmed strikes (or strikes using a Gaioforce-attuned weapon they are proficient in). All other natural-born Gaioforce subclasses (NOT warlocks, paladins, clerics, bards, wizards or artificers) receive the same 1d4 Martial Arts die for unarmed strikes/Gaioforce-attuned weapon strikes. As a result, the Martial Arts die for Gaioforce Monks is scaled up (starts at 1d6 and goes up to 1d12).Gaioforce Master Spell List
- Gaioforce Spells: 127 Completed (13 cantrips, 114 leveled spells) & 122 in the Spell Workshop as of 4/13/2024. Note that the 9th level spells are not written, as no one in the current adventuring party has access to them yet.
- 5e Spells: 110 (12 cantrips, 98 leveled spells). For 5e spell descriptions, copy/paste the following link into your broswer and replace the bracketed portion with the spell's name: http://dnd5e.wikidot.com/spell:[insert-spell-name-in-this-format].
Cantrips (13 Gaioforce, 12 5e)
- Cold Blast: Garonis, Blauri & Daidrin cantrip, Action, range 120 ft. You channel a ball of cold air by draining energy from it, then firing at a target. 2d6 cold damage. This spell's damage increases when you reach 5th Level ( 3d6 ), 11th level ( 4d6 ), and 17th level ( 5d6 )
- Plasma Shot: Goultani & Rouzhai cantrip, Action, range 120 ft, 2d6 fire, lightning or radiant damage. Shoots a blast of raw energy at a creature or target. This spell's damage increases when you reach 5th Level ( 3d6 ), 11th level ( 4d6 ), and 17th level ( 5d6 )
- Photosynthesis: Goultani, Rouzhai & biomancy cantrip, Bonus Action. Absorbs the sun's energy to gain 1d8 temporary HP (gaining only half at night, none underground/indoors, and double if the sunlight is considered harsh or in close proximity) and advantage on Strength, Dexterity & Constitution ability checks/saving throws/attacks/spells. Lasts until your temp HP runs out or you cast a spell dealing more damage than the temp HP remaining. Once cast, this spell cannot be cast again until the original effects have worn off. Using this in close proximity to a magical source of light will yield normal results.
- Earthwill: Garonis cantrip, Bonus Action, self or a creature within 30 ft. Roll a d4. The will of the Garonis Gaioforce briefly blesses you, giving one of the following buffs until the start of your next turn while keeping contact with some earth: 1) you have resistance to bludgeoning damage, 2) you have advantage on all Strength, Dexterity or Constitution saving throws, 3) you have advantage on any attack or spell using earth as a component, and 4) you gain a +2 to AC.
- Bullet Stone: Garonis cantrip, Action, range 60 ft. Kicks a small, sharp rock from the ground and geokinetically launches it at a target. 1d10 piercing damage. The spell's damage increases when you reach 5th level ( 2d10 ), 11th level ( 3d10 ) and 17th level ( 4d10 ).
- Daidrosense: Daidrin cantrip, Bonus Action. Gain blindsense/tremorsense within a 30 ft AoE centered on you, allowing you to hear & sense anything taking up space within range. Can use this to finely map out the physical layout of an area. You have advantage on any Dexterity & Wisdom saving throws against effects initiated within this area, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Daidrosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Antisense: Rouzhai cantrip, Bonus Action. Gain blindsense/tremorsense within a 30 ft AoE centered on you, allowing you to hear & sense anything taking up space within range that is either made up of antimatter (such as demonic fiends) or within antimatter that you've conjured/converted. Can use this to finely map out the physical layout of an area. You have advantage on any Dexterity & Wisdom saving throws against effects initiated within this area, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Daidrosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Darksense: Blauri cantrip, Bonus Action. Gain blindsense/tremorsense within a 30 ft AoE centered on you, allowing you to hear & sense anything taking up space within range that is either made up of dark matter (such as aqui, the immortal creatures from the Ominoid Seas) or within dark matter that you've conjured/converted. Can use this to finely map out the physical layout of an area. You have advantage on any Dexterity & Wisdom saving throws against effects initiated within this area, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Daidrosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Geosense: Garonis spell, Bonus Action. Gain blindsense/tremorsense within a 30 ft radius, allowing you to hear & sense anything moving/talking through/creating vibrations in the ground within range. Can use this to finely map out the physical layout of an area. You have advantage on any saving throws against effects that would emit these vibrations, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Geosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Hydrosense: Garonis & Blauri spell, Bonus Action. Gain blindsense/tremorsense within a 30 ft radius, allowing you to hear & sense anything moving/talking through/creating vibrations in the water within range. Can use this to finely map out the physical layout of an area. You have advantage on any saving throws against effects that would emit these vibrations, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Hydrosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Aerosense: Garonis & Goultani spell, Bonus Action. Gain blindsense/tremorsense within a 30 ft radius, allowing you to hear & sense anything moving/talking through/creating vibrations in the air within range. Can use this to finely map out the physical layout of an area. You have advantage on any saving throws against effects that would emit these vibrations, and you have advantage on any Perception & Survival checks. You can also use this spell to increase or alter the range of another spell while this is active; if the spell requires line of sight, you do not require it when the target is within your Aerosense. Lasts until the end of your next turn. The caster exhales the essence of their aura from their mouth, extends their hands/feet into their surroundings, or stomps their hands/feet into the space around them.
- Dark Injection: Blauri spell, Bonus Action. Emits trace dark matter particles in a 30 ft AoE centered on the user, corrupting the ordinary matter within range and converting it to dark matter. The caster can now use the new dark matter for any spells requiring it as a component.
- Antijection: Rouzhai spell, Bonus Action. Emits trace antimatter particles in a 30 ft AoE centered on the user on a point they can see or sense, corrupting the ordinary matter within range and converting it to unstable antimatter. The caster can now use the new antimatter for any spells requiring it as a component.
- Acid Splash (5e): Garonis, Blauri & Rouzhai
- Poison Spray (5e): Garonis, Blauri & biomancy
- Thorn Whip (5e): Garonis & biomancy
- Mending (5e): Garonis & Blauri
- Firebolt (5e): Goultani & Rouzhai
- Shocking Grasp (5e): Goultani.
- Ray of Frost (5e): Garonis, Daidrin & Blauri
- Chill Touch (5e): Daidrin
- Dancing Lights (5e): Goultani
- Light (5e): Goultani
- Toll the Dead (5e, Xanathar's Guide to Everything): Daidrin
- Produce Flame (5e): Goultani & Rouzhai
1st-level (11 Gaioforce, 10 5e)
- Galeforce: Garonis & Goultani spell, Action. You create a centripetal gust of wind in any direction. If you direct it beneath your feet as you leap into the air, you increase your jumping height 5x. The gust travels beneath you wherever you leap and land, giving you 20 ft of aerial movement before dissipating. Anyone caught in the gust makes a Strength or Dexterity saving throw, holding their ground upon success or being pushed 10 ft in a random direction upon failure. You can also direct this as an spell attack with a 20/50 ft range, rolling for any target within a 10 ft line of your chosen target range. Targets hit take 3d6 thunder damage and must make the same saving throw to hold their ground. For each additional spell slot, the damage increases by 1d6 and the range/propulsion increases by 10 ft.
- Rock Throw: Garonis spell, bludgeoning damage, Action. Range 120 ft, one target, 2d8 bludgeoning. For every cast above 1st level, add 1d8 to the total or add it to an additional rock (if using multiple rocks, can select multiple targets.
- Hydro Rush: Garonis & Blauri spell, Action, 50 ft line that is 5 ft wide. Opponents make Dexterity saving throw or take 2d8 cold damage, taking half damage upon success. If they fail, they also get pushed back 10 ft. If they collide with another creature or object, they get knocked prone. Adds one additional 1d8 , 10 ft of length & 5 ft of width per slot cast above 1st.
- Plasma Enhancement: Goultani & Rouzhai spell, Bonus Action. Raw Goultani plasma courses through your veins, adding 2d6 lightning, fire or radiant damage to one melee or ranged unarmed strike or weapon attack. When cast using a spell slot above 1st, the damage increases by 1d6 per level. The caster can apply this extra damage to a spell, but it must be a spell that ordinarily deals lightning, fire or radiant damage.
- Solar Strike: Goultani spell, Action, concentration up to 1 minute. The user points at a 5 ft diameter circle they can see within 30 ft. For the chosen duration, intense sunlight will burn on the chosen location, like a child burning ants with a magnifying glass. Targets make Constitution saving throw or take 1d12 radiant damage when hit or when they move into that space (half damage if they succeed). If concentrating on subsequent turns, you can move the focal point up to 30 ft in any direction, regardless of how close or far it is from you. For every spell slot above 1st, 1d12 additional radiant damage & 5 ft additional AoE, or create an additional focal point. The light from this attack dissipates any magical or nonmagical darkness within its range. If this spell is cast at nighttime, indoors, underground, or when the sun is otherwise obscured, the damage is 1d10 & scales by that damage die.
- Gamma Ray: Rouzhai spell, Action. Fires a beam of gamma radiation at a target. Make a ranged spell attack, range 60 ft, 2d8 radiant damage. If target is a creature, they must succeed on a Constitution saving throw or suffer radiation poisoning, taking 1d6 necrotic damage at the start of each turn until they regain at least 1 HP. The player can choose to roll one of their hit die to end the radiation poisoning, but it will cost them their Action.
- Bolt Grenade: Goultani & Rouzhai spell, Action. Tosses a condensed ball of lightning at any location within 30 ft. Upon impact with a solid surface, the ball will explode with electrical output. Anyone caught within the blast radius makes a Constitution saving throw or suffers 2d6 lightning damage and is paralyzed until the start of caster’s next turn. Targets that succeed on the saving throw take half damage and are not paralyzed. The target can repeat the saving throw at the start of their turn. When cast at higher levels, the AoE and damage increase by 5 ft and 1d6 lightning damage.
- Flashbang: Goultani spell, Bonus action. Tosses a condensed ball of light at any location within 30 ft. Upon impact with a solid surface, the ball will explode with searing light. Anyone caught within the blast radius makes a Constitution saving throw or suffers 2d6 radiant damage and is blinded until the start of caster’s next turn. Targets that succeed on the saving throw take half damage and are not blinded. The target can repeat the saving throw at the start of their turn. When cast at higher levels, the AoE and damage increase by 5 ft and 1d6 radiant damage.
- Dark Drain: Daidrin & Blauri spell, Action. You draw energy from a point you can see (60 ft away) or sense, converting it into dark energy (Daidrin) or as fuel for dark matter (Blauri) and leaving behind residual cold. Roll a spell attack against the target, while anyone in a 5 ft wide line between you and them makes a Constitution saving throw. A hit deals 2d8 necrotic damage to the initial target and 1d8 necrotic from anyone who fails the saving throw. The affected area becomes hazardously cold until the start of your next turn; anyone who starts their turn in or moves through it must make a Constitution saving throw or take 1d8 cold damage. The dark energy/matter you draw from this can be used to Ready any Daidrin or Blauri spell by the end of your turn (no Action necessary). The spell must be of a level equal to or less than the level of spell slot used to cast Dark Drain.
- Daidrokinesis: Daidrin spell, Action. Concentration up to 10 minutes. See details in section below.
- Corrosive Lash: Rouzhai spell, Action. Conjures a stream of anti-fire into a 15 ft whip. The caster makes a melee spell attack, dealing 2d6 fire damage. Alternatively, if the attack hits, the caster can deal half damage and grapple the opponent using the lash (Strength saving throw against spellsave DC to escape, can attempt on subsequent turns). When cast at higher levels, the caster conjures one additional whip per spell level above 1st, or increases the range & potency of their whip by 10 ft & 2d6 per spell level above 1st.
- Create or Destroy Water (5e): Garonis & Blauri
- Detect Poison & Disease (5e): Garonis, Blauri & biomancy
- Entangle (5e): Garonis & biomancy
- Fog Cloud (5e): Garonis
- Speak With Animals (5e): Garonis & biomancy
- Inflict Wounds (5e): Daidrin
- False Life (5e): Daidrin
- Control Flame (5e, Xanathar's Guide to Everything): Goultani & Rouzhai
- Magnify Gravity (5e, Explorer's Guide to Wildemount): Daidrin
- Ice Knife (5e, Xanathar's Guide to Everything): Garonis & Daidrin
Daidrokinesis (spell #15)
You call upon the dark energy surrounding a creature or object (gravitational fields, cold air, necromantic energy, etc.) and bend it to your will. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. The spell's power has different effects depending on whether its used on a creature or object; these effects scale the higher the spell's level.- Creatures: You can try to move a Medium or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 10 ft in any direction, including upward but not beyond the range of this spell. 1st level: the target takes 2d8 force damage and the spell ends. 2nd level: the creature can be pushed up to 15 ft and takes 3d8 force damage. 3rd level: the spell can affect Large or smaller creatures; the creature can be pushed up to 20 ft and takes 4d8 force damage. If cast at 4th level: the creature can be pushed up to 25 ft and takes 5d8 force damage. 5th level: the spell can affect Huge or smaller creatures; the creature can be pushed up to 30 ft and takes 6d8 damage. Alternatively, you can forgo the force damage and instead keep the creature restrained in your telekinetic grip until the end of your next turn (a creature lifted upward is suspended mid-air). On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. This alternative option exists when you cast the spell at 5th level or higher. 6th level: you can target one additional creature (2 total). The creature can be pushed up to 40 ft and takes 7d8 force damage. 7th level: you can target one additional creature (3 total). The spell can affect Gargantuan or smaller creatures; Medium or smaller creatures have disadvantage on the saving throws. The creature can be pushed up to 50 ft and takes 8d8 force damage. In addition, when you take the alternative option to restrain your target, you can choose to squeeze them for 6d8 force damage (which ends the telekinetic grip afterwords) or throw them in any direction (up to the same distance that you would have ordinarily been able to push them), taking 1d6 bludgeoning damage for each 10 ft that they are thrown. If they are thrown from a tall structure or area, they will take the appropriate fall damage from their height. This throwing option is available for creatures whenever the spell is cast at 7th level or higher. 8th level: you can target one additional creature (4 total). The creature can be pushed up to 60 ft and takes 9d8 force damage; Large or smaller creatures have disadvantage on their saving throws, and if the caster chooses to deal the squeezing damage, it increases to 7d8 . 9th level: you can target one additional creature (5 total). The creature can be pushed up to 70 ft and takes 10d8 force damage; Huge or smaller creatures have disadvantage on their saving throws, and if the caster chooses to deal the squeezing damage, it increases to 8d8 .
- Objects: You can try to move an object that weighs up to 200 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. 2nd level: the object can be moved up to 15 ft and can weigh up to 400 pounds. 3rd level: the object can be moved up to 20 ft and can weigh up to 600 pounds. 4d8 4th level: the creature can be pushed up to 25 ft and can weigh up to 800 pounds. 5th level: the object can be moved up to 30 ft and can weigh up to 1,000 pounds. In addition, you can squeeze the object for 5d8 force damage (ending the telekinetic grip when doing so). You can also forgo the force damage and instead keep the object in your telekinetic grip until the end of your next turn (an object lifted upward is suspended mid-air). On subsequent rounds, you can use your action to maintain your telekinetic grip on the object, requiring no contest unless another creature or force acts upon the object. This alternative option exists when you cast the spell at 5th level or higher. 6th level: you can target one additional object (2 total). The object can be moved up to 40 ft and weigh up to 1,500 pounds. It takes 6d8 force damage from any squeezes. Alternatively, you can forgo the force damage and throw them in any direction (up to the same distance that you would have ordinarily been able to push them), taking 1d6 bludgeoning damage for each 10 ft that it is thrown. If it is thrown from a tall structure or area, it will take the appropriate fall damage from their height. This throwing option is available for objects whenever the spell is cast at 6th level or higher. 7th level: you can target one additional object (3 total). The object can be moved up to 50 ft and weigh up to 2,000 pounds. It takes 7d8 force damage from any squeezes. In addition, you can now target structures with this spell, dealing 8d8 force damage if it is still stably rooted to its foundation. If you succeed at breaking its stability, you can move the parts of it that your weight limit allows. This option is available for objects when you cast the spell at 7th level or higher. 8th level: you can target one additional object (4 total). The object can be moved up to 60 ft and weigh up to 2,500 pounds. It takes 8d8 force damage from any squeezes. 9th level: you can target one additional object (5 total). The object can be moved up to 70 ft and weigh up to 3,000 pounds. It takes 9d8 force damage from any squeezes. In addition, when you break the foundation of a structure with this spell, you can direct where the structure falls.
2nd-level (20 Gaioforce, 11 5e): 3 Gaioforce spells in the Spell Workshop
- Geostrength: Garonis spell, same as original damage type, 1 Bonus Action. Draws magical strength from the firmness of the earth beneath your feet, doubling the damage die from your next bludgeoning, piercing, or slashing melee weapon/unarmed attack. This effect can also be applied to a spell that primarily uses solid matter. Increase to 3rd level or higher, or nerf the effects. If nerfing the effects, have the caster roll the same damage die as the attack/spell they are applying it to, then add half of that roll to their total damage
- Organic Mending: Garonis, Blauri & biomancy spell, Action. Up to two creatures you touch (can include yourself) regain 2d8 + your spellcasting mod in HP. When touching one creature but not the other and the other is within 30 ft, they can make a ranged spell attack against the creature's AC, healing upon success. Gain 1d8 more HP per spell slot above 2nd this is cast. This spell has no effect on undead or constructs.
- Aqua Whip: Garonis & Blauri spell, Action, one target or anyone within 5 ft of them (roll separately for each target). Deals 3d8 cold damage. Can also use to grapple an opponent, who must make a Strength save against your spell save. The cold damage increases by 1d8 per spell slot cast above 1st, and the target range increases by 5 ft (ex. With a 2nd level spell slot, can target additional creatures within 10 ft of the original).
- Barkwhip: Garonis & biomancy spell, Action. Can control a branch or tree no longer than 20 ft and whip it once at any creature in range (can hit multiple targets if they are in range and within 5 ft of each other, roll for each target). Deals 3d8 bludgeoning, adds 10 ft of tree and damage increases by 1d8 per additional spell slot used.
- Repulsion Bubble: Garonis & Goultani spell, Reaction in response to a melee or ranged weapon/spell attack that would hit its AC. Creates a 15 ft bubble of air (centered on self) that is shielded by intense winds. Adds +5 to AC to anyone in the bubble until the start of the caster’s upcoming turn.
- Electrokinesis: Goultani spell, Action. The caster can sense or manipulate any electricity within 60 ft, drawing it to them. They can also generate electricity with this spell. They can use all drawn electricity for attack, dealing 2d10 lightning damage if generated and doubled if drawn from a source. They could also use this electricity to power something. When casting with a spell slot above 1st, the caster can draw an additional 1d10 torrent per level.
- Pyrokinesis: Goultani & Rouzhai spell, Action. The caster can sense or manipulate any flame within 60 ft, drawing it to them. They can also generate fire with this spell. They can use all drawn flame for attack, dealing 2d10 fire damage if generated and doubled if drawn from a source. They could also use this fire to power something. When casting with a spell slot above 1st, the caster can draw an additional 1d10 flame per level.
- Kinetic Splash: Goultani spell, Bonus Action. Amplifies the kinetic force of your melee weapon or unarmed strike. The next time you hit, you deal 3d8 additional thunder, damage to a 15 ft radius of target. The target takes full damage, while anyone caught in the blast makes a Strength saving throiw to see if they take full or half damage. For every spell slot above 1st, add 1d8 and increase the AoE by 5 ft.
- Cinder Snap: Goultani & Rouzhai spell, Action. With the snap of their fingers, a fiery explosion erupts in a 10x10 cube from a point within 100 ft the caster can see. Anyone in the cube makes a Dexterity saving throw; the person at it’s epicenter has disadvantage. If they have an ability that gives them advantage on this throw, they can make the throw regularly (no advantage or disadvantage). Either way, failure leads to 4d8 fire & 1d6 thunder damage and pushes the victims 10 ft away. Those who succeed take half the fire and no thunder damage, remaining where they desire.
- Gamma Flame: Rouzhai spell, Action. Shoots a 40 ft long/15 ft wide cone of fiery gamma radiation. Opponents make a Dexterity saving throw or take 4d8 damage, half fire & half radiant. The AoE remains irradiated for 1 round, dealing 1d8 radiant damage to anyone who moves through/starts their turn there if they fail a Constitution saving throw. Every spell slot above 2nd adds 1d8 additional damage & 10 ft to the length.
- Speed Dodge: Goultani spell, Reaction in response to a melee or ranged weapon/spell attack that would hit its AC. Adds +5 to AC until the start of the caster’s upcoming turn & moves up to 15 ft away without provoking any opportunity attacks.
- Speed Greed: Goultani spell, Bonus Action. Doubles movement speed and gives you an extra Action on your turn. Lasts for the duration of your turn.
- Flame Curse: Goultani & Rouzhai spell, Bonus Action, concentration up to 1 minute. Deals 1/4th of the fire damage dealt to one target by one other creature during the current round. For example, if you or an ally dealt 28 fire damage to someone with a spell or other attack, you can cast this spell to deal 7 fire damage at the start of each subsequent turn until they succeed on a Constitution saving throw against your spellsave DC. If attaching this to a spell's damage, the spell's level can be no higher than double the spell slot level used to cast Flame Curse (ex. casting Flame Curse at 2nd level can empower fire spells up to 4th level, casting at 3rd level can empower spells up to 5th level, etc.)
- Puppet Corpse: Garonis & Daidrin spell, Bonus Action, Concentration up to 1 minute. The caster touches their hand to a corpse and reanimates it, but not as a true zombie. Instead, this corpse can either perform a non-damage dealing task on behalf of the caster (costing the caster’s movement) or can follow the caster and deal an attack to the first creature the caster attacks. The puppet automatically hits it’s attack if the caster hit theirs, and deals 1d6 bludgeoning or piercing with its attack. The spell ends early if the corpse performs three attacks, at which point its necrotic integrity will fail and fall limp. Once used for this purpose, the corpse cannot be affected by this spell for 1 minute. For each level above 2nd that this is cast, you can affect one additional corpse OR boost the damage of one corpse by 1d6
- Ether Claw: Daidrin & Warian spell, Action. You shroud your hand (or a projection of it with a range of 10 ft) with the dark energies of the Ethereal Plane. If a creature has died within a 30 ft AoE in the last minute, you can draw it into the attack. Make a melee spell attack. Damage is 3d6 necrotic damage initially, plus 2d6 per recently departed soul (multiple can be channeled into the attack, but the modifier is added once at the end), and the souls can be retained for the next attack if they are not all expended. Once a soul is used in this way, it is permanently damaged; any functional remnants wander the mortal plane as an incomplete soul until the Denowraiths claim it, or is destroyed entirely. The user rolls a d4 to see if the soul (4) survives completely, (3) partial corruption and/or destruction, (2) significant destruction and/or full corruption, (1) total destruction. Total destruction of a soul will earn the watchful eye of Danos, who may impose consequences on future failures ranging from minor inconvenience (disadvantage on a roll) to major punishment (taking the player's soul in exchange for those they have destroyed).
- Dark Warp: Daidrin & Warian spell, Bonus Action. Can teleport up to 60 ft to a location they can see or sense with a spell like Daidrosense or Beacon, without provoking opportunity attacks. If they are using a Beacon, there is no distance limit.
- Warp Dodge: Daidrin & Warian spell, Reaction in response to a melee or ranged weapon/spell attack that would hit its AC. Adds +5 to AC until the start of the caster’s upcoming turn & moves up to 15 ft away without provoking any opportunity attacks.
- Corrosive Essence: Rouzhai spell, Bonus Action. Adds necrotic damage equal to 1/4 the total lightning, radiant or fire damage dealt by an attack or spell you make. If the creature is resistant or immune to the original damage type that this would, they don’t take the necrotic damage; instead, they take the full damage of the original attack if they were resistant, or half the damage if they were immune. When cast at higher levels, the spell adds necrotic damage increases to 1/3 the total (3rd level), 1/2 the total (4th level), 2/3 the total (5th level), & equal to the total (6th level & up).
- Distortion Pulse: Rouzhai spell, Action. Can either be directed in a 15 ft cone or released in a 15 ft AoE around self, 2d10 necrotic damage, releases an unstable burst of antimatter radiation that distorts the world within its range. Any living creature within range must succeed on a Constitution saving throw or be physically & mentally disoriented during their next turn, gaining disadvantage on attacks/spells & halved movement speed (effects wear off naturally after this turn). They can attempt the save again on the start of said turn. For every spell slot above 2nd this is cast, the AoE & damage increase by 10 ft & 1d10 , respectively.
- Gamma Gaze: Rouzhai spell, Action. The user channels antimatter particles from their eyes and irradiates the air around them, concentrating the energy output from the matter decay into twin eye beams totaling 5ft wide and traveling 120 ft. Roll a spell attack against the initial target, while all those in the beam’s path (whether in front or behind the target) must make a Dexterity saving throw. Those making the save take 4d8 radiant damage upon failure and half upon success, while the initial target takes the full damage if it hits their AC. If a target rolls a nat20 on the saving throw, they dodge the beam entirely. For every spell slot above 2nd that this spell is cast, add 1d8 radiant damage per level & 20 ft to the range.
- Protection from Poison (5e): Garonis, Warian & biomancy
- Spike Growth (5e): Garonis & biomancy
- Heat Metal (5e): Garonis & Goultani
- Alter Self (5e): Garonis & Blauri
- Spider Climb (5e): Garonis & Blauri
- Web (5e): Garonis & Blauri
- Wither & Bloom (5e, Strixhavenn: A Curriculum of Chaos): Daidrin & biomancy
- Melf's Acid Arrow (5e): Garonis
- Immovable Object (5e, Explorer's Guide to Wildemount): Daidrin
- Wristpocket (5e, Explorer's Guide to Wildemount): Daidrin
- Warp Sense (5e, Planescape - Adventures in the Multiverse): Daidrin & Warian
3rd-level (18 Gaioforce, 20 5e): 6 Gaioforce spells in the Spell Workshop
- Wind Slice: Garonis & Goultani spell, Action. The caster creates a condensed slice of air that is launched in a 15 ft arc, dissipating after traveling 30 ft. All targets in range must make a Dexterity saving throw, taking 4d10 slashing damage on failure & half of that as force damage upon success. When cast with a spell slot above 4th level, the damage & range increase by 1d10 & 5 ft (arc)/10 ft (travel distance), respectivly
- Terra Spike: Garonis spell, Action. A stone spike protrudes from the ground anywhere in a 15 ft radius of the user, and can be propelled forward with a range of 40/90 ft. Deals 5d8 piercing; for every level above 3rd that this is cast, a smaller spike protrudes within 5 ft of the original, dealing an additional 2d8 piercing to anyone it can hit.
- Detrivore's Feast: Garonis, Daidrin & biomancy spell, Action. The caster touches their hand, foot or Druidic focus to the ground, absorbing the energy from all dead plant & dead or living fungal matter within a 30 ft radius. They regain HP (or gain temporary HP once they’ve reached their max HP) based on the biome they are currently in: Forests, Swamps and Grasslands gain 4d6 plus spellcasting mod HP, Coasts & Mountains gain 3d6 HP, and the Underdark, Deserts & Arctic gain 2d6 upon a DC 15 Survival check to scout out dead plants/fungi. They can take this HP for themselves or give any amount of it to other creatures.
- Fungal Rush: Garonis, Blauri, Rouzhai & biomancy spell, Action. You call upon a cluster of dormant fungi in the environment around you, rapidly growing them from spores to mature/dead to biomass, then projecting it all in a 50 ft line in front of you that is 5 ft wide. Opponents make Dexterity saving throw or take 4d8 bludgeoning/poison/acid damage (caster's choice, same damage type for all targets), taking half damage upon success. If they fail, they also get pushed back 10 ft. If they collide with another creature or object, they get knocked prone. Adds one additional 1d8 , 10 ft of length & 5 ft of width per slot cast above 1st.
- Twirlwind: Goultani & Garonis spell, Action. If on the ground, you twist/spin rapidly with a flip or similar motion. If in the air, do a barrel roll. Either way, gusts of wind careen off your body as you twirl, creating a haphazard field of forceful wind energy. Anyone caught in the 30 ft AoE must succeed on a Strength saving throw or take 4d8 thunder damage, get pushed 15 ft back and fall prone. If they succeed on the saving throw, they take half damage, aren't pushed back, and aren't knocked prone.
- Power Stall: Goultani & Daidrin spell, Bonus Action. On the next melee weapon or unarmed strike you hit, the target makes a Constitution saving throw or loses the ability to deal one damage type of your choice until the start of your next turn. Can choose between fire, lightning, radiant, cold, necrotic or force damage, but you must choose a different type if you cast this spell during the turn immediately succeeding a previous turn when you cast it.
- Dark Redirection: Daidrin & Blauri spell, Reaction. Absorbs the energy from any Lightning/Fire/Cold/Necrotic/Force attack aimed at or within 5 ft of you. Roll a spell attack against the total roll of your opponent's attack/DC of the saving throw. If you pass, you can redirect the attack towards anyone within range (based on the range of the original attack), dealing the same damage it would have dealt to you. You can also choose to consume the energy, regaining HP equal to half the damage originally dealt (or all the damage if you have resistance to the damage type). If you fail the roll, you take the damage reduced by 1d10 , which increases by 1d10 for each additional spell slot used. Increase to 4th level. The formula for successful or failed redirection is [original caster’s spell attack roll or spellsave DC + # of spell levels above 4th for the original spell - # of spell levels above 4th for the redirection spell].
- Kinetic Counter: Goultani & Garonis spell, Reaction. Redirects the kinetic energy from any Bludgeoning/Slashing/Piercing/Thunder attack aimed at or within 5 ft of you. Roll a spell attack against the total roll of your opponent's attack/DC of the saving throw. If you pass, you can redirect the attack towards anyone/anything within melee range of you, dealing the same damage it would have dealt to you. You can also choose to lock the energy in place until the start of the opponent’s next turn, giving all attacks made against them advantage. If you fail the roll, you take the damage reduced by 1d10 , which increases by 1d10 for each additional spell slot used. Increase to 4th level. The formula for successful or failed redirection is [original caster’s spell attack roll or spellsave DC + # of spell levels above 4th for the original spell - # of spell levels above 4th for the redirection spell].
- Plasma Catch: Goultani & Rouzhai spell, Reaction. Absorbs the energy from any Lightning/Fire/Radiant attack aimed at or within 5 ft of you. Roll a spell attack against the total roll of your opponent's attack/DC of the saving throw. If you pass, you can redirect the attack towards anyone within range (based on the range of the original attack), dealing the same damage it would have dealt to you. You can also choose to consume the energy, regaining HP equal to half the damage originally dealt (or all the damage if you have resistance to the damage type). If you fail the roll, you take the damage reduced by 1d10 , which increases by 1d10 for each additional spell slot used. Increase to 4th level. The formula for successful or failed redirection is [original caster’s spell attack roll or spellsave DC + # of spell levels above 4th for the original spell - # of spell levels above 4th for the redirection spell].
- Lava Slide: Garonis & Rouzhai spell, can either be used as an Action requiring your movement or as a Reaction when you are pushed back by a spell or other effect. The user superheats the ground they move or slide across. After passing, the user releases the energy output in that line, erupting the ground into explosions of molten rock. Each creature within 5 feet on either side makes a Dexterity saving throw or takes 5d8 fire damage, half upon success. The user can telekinetically push this lava up to 15 feet to either direction of its origin.
- Refractive Image: Goultani, Warian & Daidrin spell, Action, any point you can see or sense that is touched by a natural or magic light source. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image is mainly visual, but is accompanied by any sound, smell, or other sensory effects the user preloads into the mirage when casting. You can use your bonus action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
- Heat Wave: Goultani & Rouzhai spell, Action. Spreads a wave of fire that grows from 5-60 ft wide after traveling 60 ft. Opponents make Dex save or take 4d10 fire damage, half on success. Adds 1d10 additional damage & 10 ft to the length/width for each spell slot above 3rd that this is cast.
- Barrel Bolt: Goultani & Rouzhai spell, Action. If on the ground, you twist/spin rapidly with a flip or similar motion. If in the air, do a barrel roll. Either way, waves of lightning careen off your body as you twirl, creating a haphazard field of destructive electrical energy. Anyone caught in the 30 ft AoE must succeed on a Dexterity saving throw or take 6d8 lightning damage, taking half upon success.
- Fractal Clamp: Daidrin & Warian spell, Action. A swirl of fractals dissipate from the air in a 15 ft AoE (centered on a point of your choosing) and clamp down on a target that fails their Strength or Dexterity saving throw (their choice). This deals 3d8 force damage upon failure and grapples them until they break free, which they can try at the start of every subsequent turn with an Athletics check (only uses a Bonus Action or movement). If they succeed, they take half as slashing damage and are not grappled. The target cannot teleport or be teleported while clamped.
- Beacon: Daidrin & Warian spell, Bonus Action. You leave a psionic marker behind at any point within 100 ft that you can see or sense. Until used, you can teleport to this beacon via any teleport spell, without any risk of it failing. Once you teleport to it, the beacon dissipates. Spellcasters can make an Arcana check to see if they notice the beacon’s presence. If discovered, it has an AC of 8, 20 HP & immunity to all except psychic, necrotic, radiant & thunder damage. The beacon cannot be placed on a creature, but it can be placed on a moving surface (boat, rail car, etc.). You can sense where the beacon is at any time and could discern a precise location with a successful Arcana check, but you cannot see through it like you would a Scrying spell.
- Corrosive Cord: Rouzhai spell, Action. The user launches a cluster of Rouzhai particles that can pass through up to 5 targets, so long as the total distance travelled by the spell does not exceed 30 ft. Each target must succeed on a Dexterity or Constitution saving throw (their choice) or be tethered by the stretched out particles, taking 1d8 piercing damage upon insertion. Once all desired targets are acquired, the user snaps their fingers, the tether explodes with corrosive energy and deals 3d12 necrotic damage to all targets. For every spell slot above 3rd that this is cast, the user can claim another target (adding 5 ft to the total distance) or increase the potency in the necrotic damage of an existing target by 1d12 per additional level. Alternatively, the user can spread this additional potency across as many of their targets as they wish, however they wish.
- Wind Wall (5e): Garonis & Goultani
- Wall of Water (5e): Garonis & Blauri
- Water Breathing (5e): Garonis, Blauri & biomancy
- Water Walk (5e): Garonis & Blauri
- Sleet Storm (5e): Garonis, Daidrin & Blauri
- Meld into Stone (5e): Garonis
- Call Lightning (5e): Garonis & Goultani
- Fly (5e): Garonis & Goultani
- Fireball (5e): Goultani & Rouzhai
- Lightning Bolt (5e): Goultani & Rouzhai
- Summon Fey (5e): Garonis
- Summon Lesser Demon (5e, Xanathar's Guide to Everything): Rouzhai
- Summon Undead (5e): Daidrin
- Animate Dead (5e): Daidrin & Rouzhai
- Speak With Plants (5e): Garonis & biomancy
- Speak With Dead (5e): Daidrin
- Life Transferrence (5e, Xanathar's Guide to Everything): Daidrin & biomancy
- Vampiric Touch (5e): Daidrin & biomancy
- Pulse Wave (5e, Explorer's Guide to Wildemount): Daidrin
- Blink (5e): Daidrin & Warian
- Shadow Shroud: Daidrin spell, Bonus Action, concentration up to 1 minute. A cloud of pure darkness engulfs a 15 ft AoE centered on yourself. The area becomes magical darkness and can only be dispelled by magical light; Darkvision does not work in here. Melee & ranged attacks made against you have disadvantage if the attacker is relying on sight, and you have advantage on any Strength, Dexterity or Consitution saving throws you must make.
- Shadow Glob: Daidrin & Blauri spell. You draw upon the dark energy within you and your environment to craft a mass of dark energy within your grasp. Make a ranged spell attack against a target within 100 ft of you, deals 8d8 necrotic damage. If it misses, it instead detonates in a 15 ft AoE, dealing half damage upon a failed Dex save or no damage if they succeed.
4th-level (20 Gaioforce, 10 5e): 4 Gaioforce spells in the Spell Workshop
- Geoflesh: Garonis spell, Bonus Action. The caster turns their body into solid stone, giving them an AC of 18, -10 to movement speed, and 2d6 bludgeoning damage to every melee attack until the end of their next turn. The additional bludgeoning is considered magical, as it is being derived from a spell.
- Aquaflesh: Garonis & Blauri spell, Bonus Action. Until the start of your next turn, your body takes on a liquid form. While in liquid form, your melee or water-based spell attacks deal an additional 1d6 cold damage, you have resistance against piercing/slashing/cold attacks, and are vulnerable to lightning damage. However, if you are hit by an attack dealing cold damage, you must make a Constitution saving throw against the cold damage dealt (after calculating your resistance) or be frozen until the start of your next turn. While frozen, attacks against you have advantage, your movement is reduced to 0, and you can't cast any spells that require Somatic movement. If you are hit by fire damage, roll a Constitution saving throw. If the fire damage dealt to you is less than your saving throw, you take no damage and retain form. If it exceeds your saving throw, you begin evaporating and revert back to solid form. You take damage equal to [Fire Damage - Saving Throw]. You cannot cast this spell on the same turn that you revert from your liquid form.
- Boulder Roll: Garonis spell, Action. The caster punches, kicks, or geokinetically commands a boulder that is no larger than 10 cubic ft. The boulder travels 60 ft or until it his an immovable object. Anyone in its range makes a Dexterity saving throw or takes 4d10 bludgeoning damage, taking half on success and none on a nat20. If the boulder reaches a hill, it will not stop. It gains 1d10 bludgeoning per 15 ft it travels downhill (max 7d10 ).
- Rockupuncture: Garonis spell, Action. The caster stomps their feet repeatedly and causes several stone spikes in a 20 ft cube of your choice to protrude & retract. Anyone caught in the spell’s range must make a Dexterity saving throw or take 6d8 piercing damage, taking half upon success and none on a nat20.
- Melt: Garonis, Goultani & Rouzhai spell, Action. The user touches an object or creature and superheats it. Any metal without fire resistance/immunity will be melted, stone will smolder & crumble as molten rock, & flammable matter will catch fire if these substances are within 10 ft of the heat source. To use on a creature, roll a spell attack. On a hit, target makes a Constitution saving throw. Anyone with temporary (covered in water, wind or other effect that protects from or disperses heat) or permanent fire resistance has advantage on the saving throw. If they fail, they take 5d10 fire damage and their skin & flesh melt into a gooey state. They have disadvantage on Strength & Constitution ability checks & saving throws until the start of the caster’s next turn. If they succeed on the saving throw, they take half damage and don’t suffer this fate. If the creature has fire immunity, the attack instead restores HP to the creature equal to 1/2 the normal fire damage.
- Terra Sheild: Garonis spell, Bonus Action, Concentration up to 1 minute, requires enough stone, metal or inorganic earthen material to cover your whole body. Grants +6 to AC and resistance to bludgeoning/piercing/slashing/fire/cold/lightning/acid/poison, but can only take damage equal to 40 HP + your spellcasting ability modifier before crumbling. For each additional level above 4th, add 10 HP.
- Incinering: Goultani & Rouzhai spell, Action, Concentration for 1 minute. Channels plumes of fire into a pressurized, spinning ring. The user can telekinetically toss this ring up to 100 ft of movement. All creatures in its path must make a Dexterity saving throw or take 8d8 fire damage, taking half upon success. On a crit saving throw, the target avoids the blade entirely. For every creature the buzzsaw hits, the damage decreases by 5 when it gets to them, and continues until the damage reaches 0 or it runs out of movement. Adds 1d8 for every spell slot above 4th.
- Javelin Bolt: Goultani spell, Action. Channels a torrent of electrical plasma into a javelin shaped bolt, then launches it at a target, range 50/150 ft. On a hit, target takes 3d8 piercing damage. The javelin then erupts with electrical ferocity in a 20 ft AoE around the target. The target and anyone who fails the Dexterity saving throw takes 6d6 lightning damage, while anyone who succeeds takes half.
- Starsight: Goultani spell, Action. User emits beams of starlight from their eyes directly at an endpoint they can see up to 100 ft away. Roll a spell attack for the first creature in the beam’s path, dealing 4d12 radiant damage. All other creatures in a line between the first target and the endpoint make Dexterity saving throws, taking no damage upon success. When cast using a spell slot of 5th or higher, add 1d12 radiant damage per level above 4th.
- Defibrillate: Goultani spell, Action. Restores 4d8 HP plus your spellcasting ability modifier (and your Gaioforce bonus, if your class gets one) to an unconscious creature that has 0 HP. If the creature has been dead for no longer than a minute, the caster makes a spellcasting attack roll against DC 15 + 2 per round (6 seconds) the individual has been dead. If they fail, the individual is not revived and cannot be restored by this spell, though a different resurrection spell (Revivify, Raise Dead, Resurrection, etc.) could be used within their normal parameters. For every level above 4th that you cast this spell, add 1d8 HP and +1 to the spell attack roll (if the target is dead).
- Flame Lift: Rouzhai & Goultani spell, Bonus Action, concentration for 10 minutes. Grants you a fly speed of 60 ft by projecting flames from the bottoms of your feet. The spell originates outside of any boots or footwear, but the user could burn through those if they choose. Anyone caught within 10 ft underneath your feet as you move makes a Dexterity saving throw or takes 4d6 fire damage. If the caster ends their turn atop a creature in this manner, they take full damage without making a saving throw. They will also need to end their next turn elsewhere or face the wrath of the flames again.
- Dark Lightning: Daidrin spell, Action. Torrents of shadow-wreathed lightning forming a cone of 80 feet long and 15 feet wide blast out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning leaves necrotic scorch marks on organic flesh when the creature fails its Dex save. If they are not healed by magic, medicine or rest within 1 hour, necrosis begins and deals 2d6 necrotic damage per hour as it spreads. If it drops them to 0 HP, they have disadvantage on their death saves until they succeed on at least one.
- Calcify: Rouzhai & Blauri spell, Bonus Action on yourself (when you cast a spell or magical effect) or Reaction against someone's spell or magical effect hitting you. Can calcify & store the energy of a spell, magical effect or elemental effect dealing fire, cold, lightning, radiant, force, or thunder damage. If subsequently used by a spell caster, they can cast the spell using it as a material component, but without using a spell slot. If used by a non-caster, the stone detonates and the spell’s damage is dealt in a 30 ft AoE centered on itself if opponents fail a Dex save)
- Moon Heal: Daidrin spell, Action. Restores 4d8 HP plus your spellcasting ability modifier (and your Gaioforce bonus, if your class gets one) when it is nighttime. If its a full moon or you are under direct moonlight, the total die rolled is doubled. This spell can heal undead creatures that naturally could not regain hit points, unless they are cursed or affected by a spell/magical effect that specifically prevents them from regaining hit points. For every level above 4th that this spell is cast, you can target one additional creature.
- Toy Souldiers: Daidrin & Warian spell, Action. The caster commands all the recently deceased souls in a 60 ft AoE (centered on self or point of your choice, 1d6 to determine how many souls, can reroll ones once) to attack any targets within the AoE. Each soul gets one attack; 1d20+5 to hit and 2d6 necrotic damage. Once they strike, the spirits are collected by the Denowraiths and taken to the afterlife.
- Space Fake: Daidrin spell, Reaction. When you fail a saving throw or are hit by an attack/harmful effect, you briefly hop into the ethereal plane and create a spatial duplicate in your place, avoiding the effects entirely unless the spell specifies it can hit creatures in the Ehereal Plane. Your duplicate takes the damage and spreads it in a 15 ft AoE explosion centered on itself, dissipating from the blast. Afterwords, you reappear in the space. You are only in the Ethereal Plane for a second or two and your focus is on maintaining the spell, so you cannot see or interact with anything in the Ethereal Plane while there.
- Ether Vine: Daidrin & Warian spell, Action, concentration until the vine runs out. You draw upon recently departed souls in the Ethereal Plane and conjure them into a whip, which can then be used to attack or grapple opponents. The whip has a range of 20 ft and can hit all opponents within a 5 ft line of each other in range. does 4d8 necrotic damage when no one within 60 ft have died in the past minute, then 2d8 for each soul drawn into it ( 1d6 for number of souls, can reroll ones once) If they grapple an opponent successfully, they deal 4d8 necrotic damage & 1d8 necrotic per subsequent turns they are grappled. They take half the initial damage and are not grappled if they succeed on their saving throw. Souls can be drawn into the vine if the individual has been dead for no longer than a minute; otherwise, the Denowraiths claim the deceased souls and take them to their afterlife. If you kill a target with the Soul Vine, their soul is drawn into the vine, allowing the whip to make one more attack within 10 ft. Once a soul is used in this way, it may be permanently damaged ; any functional remnants wander the mortal plane as an incomplete soul until the Denowraiths claim it, or is destroyed entirely. The user rolls a d4 to see if the soul (4) survives completely, (3) partial corruption and/or destruction, (2) significant destruction and/or full corruption, (1) total destruction. Total destruction of a soul will earn the watchful eye of Danos, who may impose consequences on future failures ranging from minor inconvenience (disadvantage on a roll) to major punishment (taking the player's soul in exchange for those they have destroyed).
- Grasping Vine (5e): Garonis & biomancy
- Ice Storm (5e): Garonis, Daidrin & Blauri
- Summon Greater Demon (5e, Xanathar's Guide to Everything): Rouzhai
- Wall of Fire (5e): Rouzhai & Goultani
- Fire Shield (5e): Rouzhai & Goultani
- Summon Aberration (5e, Tasha's Cauldron of Everything): Blauri
- Blight (5e): Daidrin, Garonis & biomancy
- Conjure Woodland Beings (5e): Garonis
- Banishment (5e): Daidrin & Warian
- Gravity Sinkhole (5e, Explorer's Guide to Wildemount): Daidrin
- Aqua Shock: Blauri spell, Action. Torrents of water-wreathed lightning forming a cone of 80 feet long and 15 feet wide blast out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning leaves icy scorch marks on organic flesh when the creature fails its Dex save. If they are not healed by magic, medicine or rest within 1 hour, frostbite begins and deals 2d6 cold damage per hour as it spreads. If it drops them to 0 HP, they are frozen solid for 1 minute, unable to make death saves until thawed (Medicine check against caster’s DC if they use a fire or radiant spell/magical effect to thaw them). If they go through the whole minute without being able to make death saves, they die.
- Gamma Shock: Rouzhai spell, Action. Torrents of radiation-wreathed lightning forming a cone of 80 feet long and 15 feet wide blast out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning leaves radioactive scorch marks on organic flesh when the creature fails its Dex save. If they are not healed by magic, medicine or rest within 1 hour, radioactive decay begins and deals 2d6 radiant damage per hour as it spreads. If it drops them to 0 HP, they will have disadvantage on their first death save and will explode upon death.
- Arctic Armor: Garonis & Daidrin spell, Bonus Action, Concentration up to 1 minute, requires enough water or liquid to cover your whole body. Grants +4 AC & resistance to bludgeoning/piercing/slashing/cold/poison, vulnerable to fire damage. Allows you to make 2 attacks per attack action (melee does 1d8 piercing/slashing/bludgeoning based on the shape of their arm weapon & 1d8 cold damage). Can only take damage equal to 40 HP + your spellcasting ability modifier before shattering. For each additional level above 4th, add 10 HP.
5th-level (7 Gaioforce, 12 5e): 9 Gaioforce spells in the Spell Workshop
- Flash Freeze: Daidrin, Garonis & Blauri spell, Action, range 120 ft that you can see or sense. The caster commands a body or torrent of water up to a 30 ft AoE and freezes it solid. Anyone in the water when the spell is cast must make a Constitution saving throw. If they fail, they take 5d10 cold damage and are frozen in the ice/incapacitated until the start of the caster's next turn. If they succeed, they take half damage and are not frozen. If they have cold resistance, they have advantage on the saving throw. If they have immunity to cold damage, they are unaffected by the spell. If the caster previously had magical control of the water and the target was grappled or unwillingly detained, the target has disadvantage. If these two situations coincide, the target makes the saving throw normally. As a bonus action, the caster can break the ice and collapse it upon itself, dealing 4d8 bludgeoning damage to any trapped targets.
- Georift: Garonis spell, Action. Splits a 30 ft long gap in the ground, 10 ft deep. Opponents must make Dex save or fall into the gap, with those who succeeded avoiding the trench. Failures take 1d6 bludgeoning damage from the fall. The user then closes the rift, dealing 6d10 bludgeoning damage to all who fell in. Targets that succeed on the saving throw take half of the crushing damage as thunder damage instead, reflecting the shockwave created from the rift's rapid closure. For every spell slot above 5th used to cast this, both the range & depth increase by 10 ft, dealing an extra 1d6 bludgeoning on the fall & 1d10 bludgeoning from the crush. This spell has no effect on creatures with a fly speed or hover speed, unless they are unconscious, incapacitated while on the ground, prone, or affected by Earthbind or a similarly-grounding spell/effect.
- Twinfire: Goultani, Rouzhai & Draconic spell, Action. The caster generates two fireballs, range 150 ft and each covering a 20-ft cube. The targets make a Dexterity saving throw, taking 6d8 fire damage upon faliure and half upon success. Each ball can hit separate AoEs or be concentrated on the same one; targets only take damage from the ones that hit them. The caster can move the fireballs around corners or cover that isn't obstructive (ex. a full wall around the target), but the target has disadvantage if the caster can't see them or otherwise know their precise location. For every spell slot above 5th that this is cast, the range & damage of each fireball increase by 20 ft & 1d8 , respectively.
- Shadow Scorch: Daidrin & Blauri spell, Action, range 60 ft. The user ignites purple & black flames from the shadows anywhere within range that the caster can see or sense. The shadow-wreathed flames that covers a 30 ft AoE (centered on the point hosen by caster anyone caught in the blast must make a Dexterity saving throw or take 9d6 fire damage and be inflicted with Shadow Burn. Anyone that succeeds on the saving throw takes half damage and is not burned. While burned, the target takes 2d6 necrotic damage per turn until they regain at least 1 HP. If the burn victim's HP drops to 0 while experiencing Shadow Burn, they will have disadvantage on their death saving throws until they succeed on at least one.
- Necrotic Whispers: Daidrin & Warian spell, Action. The caster calls upon the departed souls within the Ethereal Plane and channels their darkest desires, regrets, & emotions. They then recount these horrific thoughts into a target within 30 ft that can hear them or has a brain/consciousness to process them. The target makes a Wisdom or Charisma saving throw, and upon failure takes 8d8 necrotic damage and has disadvantage on Wisdom & Charisma saving throws until the end of the caster's next turn. If the campaign uses corruption rules, failure by 5 points or more incurs 1 corruption point to the caster, instead of the temporary disadvantage. Targets who succeed on the throw take half damage and are otherwise unaffected by the whispers.
- Gravity Hammer: Daidrin spell, Action. Does 9d8 force damage in a 30 ft AoE. In addition, the force of gravity increases on the targets that fail their Strength saving throw. If they are airborne, this doubles their falling speed & increase fall damage to 2d6 per 10 ft.
- Necrorecovery: Daidrin & Warian spell, Action. The caster extracts the memories and knowledge from the brain of a creature that has been dead no longer than 1 minute.
- Wall of Stone (5e): Garonis
- Tree Stride (5e): Garonis, Warian & biomancy
- Summon Celestial (5e): Goultani
- Negative Energy Flood (5e, Xanathar's Guide to Everything): Daidrin & Rouzhai
- Enervation (5e, Xanathar's Guide to Everything): Daidrin
- Danse Macabre (5e, Xanathar's Guide to Everything): Daidrin & Garonis
- Conjure Fire Elemental (5e): Rouzhai & Goultani
- Conjure Air Elemental (5e): Garonis & Goultani
- Conjure Water Elemental (5e): Garonis & Blauri
- Conjure Earth Elemental (5e): Garonis
- Cone of Cold (5e): Daidrin & Blauri
- Contact Other Plane (5e): Daidrin & Warian
6th-level (9 Gaioforce, 11 5e): 4 Gaioforce spells in the Spell Workshop
- Lung Canal: Goultani, Daidrin & Garonis spell, Action. The caster magically reaches into a creature it can see within 20 ft or sense with Spatiosense and slowly pulls the air from their lungs. The creature must rely on air to breathe, otherwise this technique will fail. Opponent makes a Constitution save, taking 7d10 necrotic damage on a failed save and suffer one level of exhaustion. On a success, they take half damage and suffer no exhaustion.
- Flesh to Ice: Garonis, Blauri & Daidrin spell, Action. You attempt to turn one creature that you can see within range into ice. If the Targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is Restrained as its flesh begins to harden & freeze. Creatures with resistance to cold damage have advantage on this saving throw, and creatures with immunity to cold damage automatically succeed. On a successful save, the creature isn't affected. A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to ice and subjected to the Petrified condition for the Duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your Concentration on this spell for the entire possible Duration, the creature is turned to ice until the Effect is removed.
- Bone Storm: Daidrin, Garonis, Rouzhai (antimatter bones only), & Blauri (dark matter bones only), Action, range 100 ft, concentration up to 1 minute. The caster creates a swirling storm of bones covering a 30 ft AoE centered on a point the caster can see or sense within range. Anyone caught in the storm must succeed on a Dexterity saving throw or take 10d6 piercing damage, taking half upon success. While within the AoE, the area is considered heavily obscured and will deal 3d6 piercing damage to anyone that ends their turn within the bone storm. The caster can use a bonus action to move the bone storm up to 30 ft in any direction.
- Maelstrom: Garonis & Blauri spell, Action. Commands a 40 ft tall twister of water (if done on land or in air) or a 50 ft maelstrom (if done in water). The twister/maelstrom covers a 15 ft AoE and can be moved up to 40 ft in any direction. Targets caught in the maelstrom must make a Dexterity saving throw or take 5d10 slashing & 5d8 cold damage, taking half damage upon success. If they fail, they are grappled within the maelstrom and will drop wherever it ends, getting sucked up higher & taking 3d8 cold damage each turn if they fail their subsequent turn Strength saving throws.
- Fungal Swarm: Garonis, Rouzhai, Blauri & biomancy spell, Action, 120 ft, concentration up to 10 minutes. The caster calls upon a swarm of fungi to bombard a 40 ft AoE centered on a point you can see or sense within range. The swarm spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, they make a Constitution saving throw. Upon failure, they take 6d10 poison damage and are poisoned for 1 minute. Upon success, they take half damage and are not poisoned. Targets can repeat the save at the end of each subsequent turn, ending the effect on success. However, they automatically fail this saving throw & take 1d10 if they end their turn within the swarm.
- Shock Therapy: Goultani & Daidrin spell, Action. You send a mind-searing shock into the brain of a creature you can touch. Roll a spell attack, with a hit dealing 4d8 lightning damage. If the creature has immunity to lightning damage or doesn’t have a brain/doesn’t significantly or reasonably rely on it to live, the spell ends here. Otherwise, the creature makes a Wisdom or Intelligence saving throw (their choice). If the caster touches their head when they cast the spell, they have disadvantage on the save. If the creature has resistance to lightning or psychic damage, they have advantage on the saving throw. If the creature has immunity to psychic damage, they are unaffected by this aspect of the spell. If they fail, they take 6d8 psychic damage, and the caster can alter or repress one memory of 2 minutes or less for 1 day. If they succeed, they take half the damage and retain their mind. If the caster scores a crit on the spell attack, the memory is permanently altered or destroyed. If the psychic damage reduces the target to 0, they are lobotomized. If the psychic damage reduces the target to 0 and the caster scored a crit, the victim’s head explodes.
- Create Ooze: Blauri spell, Action. The user crafts an ooze of their choice out of dark matter. The ooze operates on the caster's initiative and either takes orders or acts on its own accord (if its creator is incapacitated or dies).
- Dead Line: Daidrin spell, Action. You mark an individual that you can see within 80 ft (or covered by Spatiosense) as if they were a dead soul wandering the mortal plane. On cue, a swarm of 1d8 Denowraiths appear to claim the targets soul. Each gets one attack, 1d20+6 to hit and 2d8 necrotic damage. If the target is reduced to 0 HP by any of these attacks, they die and their soul is taken to the afterlife by the Denowraiths. This spell has no effect on soulless creatures, such as constructs and non-soul based undead.
- Wall of Thorns (5e): Garonis & biomancy
- Wall of Ice (5e): Garonis & Daidrin
- Transport via Plants (5e): Garonis & biomancy
- Wind Walk (5e): Garonis
- Flesh to Stone (5e): Garonis & Blauri
- Circle of Death (5e): Daidrin
- Harm (5e): Daidrin, Garonis & biomancy
- Sunbeam (5e): Goultani
- Gravity Fissure (5e, Explorer's Guide to Wildemount): Daidrin
- Create Undead (5e): Daidrin & Rouzhai
- Mindradder: Rouzhai spell, Action, Concentration up to 1 minute. The caster chooses one target within 30 ft and irradiate the air around their brains with antimatter. They make a Wisdom or Intelligence saving throw, taking 8d8 psychic damage upon failure and half upon success. Their failure will also give the caster advantage on all attack rolls & saving throws involving this target for the spell’s duration. The target that failed the saving throw will also be disoriented/inhibited based on the caster's will. Specifically, the caster can either a) giving them disadvantage on all attack rolls, ability checks & saving throws, or b) alter or repress a memory for a number of days equal to 1 + spellcasting ability modifier. If choosing option a, you also have the chance to perform saving throws against your chosen target when they attack your party members to disrupt the attack, but you will not receive advantage and you will take 1/2 damage/effects (your ally takes the other half) upon failure of the saving throw. Failure of this maneuver will also end the spell, as well as a successful Wisdom or Intelligence saving throw that the target can make at the end of each of their turns.
- True Seeing (5e): Daidrin & Warian
7th-level (7 Gaioforce, 7 5e): 8 Gaioforce spells in the Spell Workshop
- Bio Drain (move to 8th level): Garonis, Daidrin & biomancy spell, Action. The caster draws in the life force from all plants & up to 10 creatures within a 60 ft radius (unless specifically excluded). Each creature must make a Constitution saving throw or suffer necrotic damage, taking half upon success (no modifiers are added to any of these rolls unless specified). Nonmagical plants automatically fail the saving throw and die. Each plant gives 1d4 HP to the caster’s energy pool, with a max of 6d4 drawable from these plants. Magical plants & plant creatures have disadvantage on the saving throw and are vulnerable to the damage. If they don’t have an HP max, they give 1d6 HP to the caster (max of 6d6 HP). If they have an HP max or are any creature other than constructs & undead, the attack deals 6d6 necrotic damage on a failed save and half upon success. The caster takes the damage dealt to each creature into their energy pool. Undead and constructs are immune and take no damage from this spell. Once the spell has drained all creatures, the total HP gained to the caster’s energy pool can be used in the following ways: a) Instantly distributed as HP to themselves or allocated to other creatures of their choice in range, or b) Used to Ready a Gaioforce spell without expending a spell slot (1 spell level per 20 HP in the pool), c) Used to recover a spell slot (1 spell level per 30 HP in the pool) or d) A combination of these methods.
- Dragon’s Wrath: Goultani, Rouzhai & Draconic spell, Action. The caster generates three fireballs, range 200 ft and each covering a 30-ft cube. The targets make a Dexterity saving throw, taking 7d8 fire damage upon faliure and half upon success. Each ball can hit separate AoEs or be concentrated on the same one; targets only take damage from the ones that hit them. The caster can move the fireballs around corners and demolish cover up to 5 ft thick to get through to one. If the target succeeds on their saving throw against an attack that broke through cover, they take no damage (taking half damage if they fail). For every spell slot above 7th that this is cast, the range & damage of each fireball increase by 20 ft & 1d8 , respectively.
- Soul Recall: Daidrin & Warian spell, Action, concentration up to 1 hour. The caster calls the departed soul of someone they are very familiar with, as in they have personally met (physically or through mental projections/illusions, etc.) and bonded enough to connect beyond the land of the living. If the target is unwilling, they can make a Wisdom saving throw against the caster's spellsave DC, resisting the spell entirely upon success. If they fail the saving throw or choose not to make one, they will return to the mortal realm as an phantom of their former self, with all the stats, abilities and equipment they had in life that the caster would've known about. Once the spell ends, the soul will return to the afterlife they were pulled from, unless it is otherwise stopped or tampered with. If the soul is dropped to 0 HP by any attack/spell/effect dealing necrotic damage, it is permanently destroyed.
- Create Lesser Undead: Daidrin spell, Action. Requires a living body to willingly (or unwillingly) undertake the ritual. Using the blood of an undead accepted by the volunteer (or forcibly injected/ingested when their HP is reduced to 0), the volunteer/victim is transformed into a wight (ex. Giant) by converting enough of its existing soul energy into the necromantic fuel it needs. The volunteer takes a permanent -2 to Intelligence and Wisdom scores, gains resistance to necrotic damage and immunity to poison, being poisoned, and exhaustion. Their creature type becomes undead, and they no longer need to eat, drink, sleep or breathe. They can communicate with other undead and they will not be hostile towards them unless directed by their master. While this undead has more autonomy and sentience than other undead in their master’s ranks, they are still tied to the will of their master like they are in the Create Undead spell. However, this undead cannot make the saving throw to be free of their master’s control, and can only be free by destroying themselves.
- Fractal Tunnel: Daidrin & Warian spell, Action, range 60 ft or anywhere the caster can sense, concentration up to 1 minute. The caster creates a disorienting tunnel out of fractal dark energy in a 15 ft wide/60 ft long cylinder within range. Anyone in its range or who moves into it must make a Wisdom saving throw or take 8d8 psychic damage and be disoriented by the tunnel. While disoriented, the caster must roll a d4 anytime they try to move; 3-4 will move them in their desired direction, while a 1-2 will move them in the opposite direction. They also have disadvantage on attack rolls they make, and melee attack rolls made against them have disadvantage. At the end of each of each turn, disoriented targets can repeat the saving throw, regaining their wits upon success. On subsequent turns, the caster can use a bonus action to move the tunnel up to 30 ft, ending the effects on any prior afflicted creatures if the caster ends their turn with the tunnel no longer on the afflicted.
- Haunted Forest: Daidrin & Warian spell, Action, range: 100 ft AoE. Lasts for 1 hour or until the caster dies. The caster creates a semi-real hallucinatory terrain of a dark, haunted woodland in a 100 ft AoE of themself. For the duration, this region counts as a forest and/or the Underdark for the purpose of terrain-based benefits. In addition, 1d6 incorporeal undead and/or zombified woodland beasts spawn within the illusion, hidden in various spots within the AoE. These creatures take on the stats and follow the same rules as those from the Summond Undead 5e spell (http://dnd5e.wikidot.com/spell:summon-undead). On the initial cast, the caster can choose to be hidden anywhere within the illusion that they could move to during their turn, requiring an Investigation check against their spell save DC to be discovered. On the caster's turn, they can choose to have any number of the hidden undead attack anyone within their respective reach or movement speeds. While the spell is active, the caster can use a Bonus Action to hide within the illusion, using the same rules as previously for where they can hide. If the spell is dispelled by an appropriately leveled Dispel Magic spell or another magical/antimagical effect, such as a Beholder's eye ray, all conjurations and hiding spots are dispelled/compromised with it. While the spell is active, it is considered nighttime with a full moon wihin the spell's AoE. The dark parts of the forest are considered magical darkness, but can be seen through with a successful DC 20 Perception check for the duration of the spell (creatures hiding in the shadows do not get the +10 stealth bonus iagainst creatures that have seen through the darkness.
- Dark Tunnel: Daidrin & Warian spell, Action. The user creates a tear in space-time to transport themselves and up to 8 other willing creatures a certain distance to a location they have been, are familiar with, or have heard of. If a creature is unwilling, they make a Charisma saving throw against the spellcaster's DC to resist being pulled with them. If teleporting to a location they know, they can do so with no issues, so long as it is within the distance parameters. If teleporting to a location they are familiar with, they must succeed on a spell attack roll against DC 15; failure takes them to a place within 1d10 miles of the desired location and deals 1d6 force damage to the caster. If teleporting to a locating they have only heard of, they must succeed on a DC 18 Intelligence or History check for details of the location, which functions as the spell attack to get there; failure takes them to a place within 2d10 miles of the desired location and deals 2d6 force damage to the caster and anyone teleported with them.
- Regenerate (5e): Garonis & Blauri
- Plane Shift (5e, plane specific. All can Plane Shift to the mortal plane, but Garonis can only go to Aurovian Wilds, Rouzhai to Thugoran Chaos, Daidrin to Darthalheim, Blauri to Ominoid Seas, & Goultani to Skies of Hytheria. Material components not needed)
- Firestorm (5e): Goultani & Rouzhai
- Delayed Blast Fireball (5e): Goultani & Rouzhai
- Finger of Death (5e): Daidrin
- Tether Essence (5e, Explorer's Guide to Wildemount): Daidrin & Warian
- Etherealness (5e): Daidrin & Warian
8th-level (5 Gaioforce, 9 5e): 12 Gaioforce spells in the Spell Workshop
- Lightning Strafe: Garonis & Goultani spell, Action. The caster generates a small storm cloud in the sky and moves up to 100 ft in a straight or curved line. The cloud can unleash 5 lightning bolts during its run, each racking a 20 ft cube with destructive electricity and forcing inhabitants to make Dexterity saving throws. The lucky take half damage, while the failures take 4d10 lightning damage. The final bolt deals 5d10 , and the generator cloud has to move at least 20 ft in between each bolt. If the failures are wearing metal, they have disadvantage on attack rolls their next turn. The AoE expands by 10 ft for every added bolt. The cloud dissipates after the final bolt.
- Life Swap: Daidrin & Blauri spell, Action. Switches your current HP with the total amount of damage you’ve taken since your most recent heal/regain of HP.
- Soul Swap: Daidrin & Warian spell, Action, range 15 ft. You reach out through the Ethereal Plane to grasp at two souls within range. Make a melee spell attack. Any targets that are unwilling must make a Wisdom saving throw against your spell attack or forfeit their soul to the swap. For every 10 HP they still have, they get a +1 bonus to their roll. The two souls switch places in the Ethereal Plane; for example, if one was inside a living body & the other was in an object, they would switch places and reside in the respective recepticles. Some objects & creatures, such as a lich's phylactery or a creature that has extensively manipulated their own soul, would have advantage on this saving throw. The spell is concentration to keep the souls in their alternate bodies, using a Charisma saving throw similar to Banishment. If the caster holds concentration for the entire duration (1 minute), the souls remain in their new bodies until the magic is dispelled by a 7th level or higher casting of Remove Curse/Dispel Magic (for Dispel, lower level casts means you roll 1d20+Soul Swap’s level)
- Soul Knight: Daidrin & Warian spell, Action. Brings back the souls of up to 3 deceased creatures for 24 hours; their souls must be in tact, wherever they are. While returned, the creatures have physical bodies and wield whatever weapons, armor & stats they held in life, but have vulnerability to necrotic damage. Once the spell ends, the deceased souls cannot be resurrected or called back with a soul-based spell for 1 week. If they are reduced to 0 HP in this state by necrotic damage, they make Death Saving throws as they would in life; they cannot be healed in any way while in this vulnerable state, and will take a Death Fail any time their spirit is targeted with an attack or spell that can affect souls. If they succeed, they return to whatever afterlife they were summoned from, fully regenerated. If they fail, their corrupted soul disintegrates and cannot be reformed by anything short of a Soul Reform spell.
- Earthquake (5e): Garonis
- Control Weather (5e): Garonis & Goultani
- Tsunami (5e): Garonis & Blauri
- Animal Shapes (5e): Garonis & Blauri
- Clone (5e): Garonis, Blauri & Daidrin
- Incendiary Cloud (5e): Garonis, Goultani & Rouzhai
- Abi-Dalzim's Horrid Wilting (5e, Xanathar's Guide to Everything): Daidrin & Garonis
- Sunburst (5e): Goultani
- Dark Star (5e, Explorer's Guide to Wildemount): Daidrin
- Acid Rain: Garonis, Blauri & Rouzhai spell, Action, Concentration up to 10 minutes. Over an AoE of 100 ft, you call down torrents of acid rain onto the battlefield. Up to 10 creatures you select are immune to the effects, as the storm bends around them. Upon the initial casting and whenever a creature ends its turn within the storm, targets make Dexterity or Constitution saving throws (their choice) or take 8d8 acid damage per turn they spend in the rain (half if they succeed). The rain cloud can move up to 1/2 its AoE after it deals damage each turn.
9th-level (17 Gaioforce, 8 5e): Section is not finalized, most are unwritten and some may be moved to 8th level
- Hurricane: Garonis & Goultani spell, Action.
- Akana's Wrath: Garonis & Blauri spell, Action. There is a substantial boost if cast in a large body of water, and another boost if a storm is active at the time of casting (natural or magical)
- Blizzard: Garonis & Daidrin spell, Action. AoE 300 ft, 20d10 cold damage to creatures that fail a DC 16 Constitution saving throw (half damage to those that succeed). In addition, creates a blizzard for 1 hour.
- Aquatopsy: Blauri & Garonis spell, Action. Dismantles and reconfigures a living creature into a new shape, dealing 15d6 force damage & 15d6 necrotic damage during the process. Succeed on a Constitution save, you take half the damage and aren't reshaped. If you are reduced to 0 HP from the transformation, you remain in this new form until it is dispelled.
- Pyroclysm: Garonis & Rouzhai spell, Action. Combination of Eruption & Lava Storm
- Cinderstorm: Goultani & Rouzhai spell, Action. Combination of Infernal Rain, Infernal Cyclone & Infernal Storm
- Death Volt: Rouzhai, Goultani & Daidrin spell, Action, range 200 ft. The user fires a powerful, yet precise bolt of electricity into a creature within range. If the target's hp is 120 or lower, it dies instantly as the bolt fries their internal organs/functions (if they have no organs). If the target has resistance to lightning damage, they instead make a Constitution saving throw, taking 20d10 lightning damage on a failed save and half upon success. If the target is immune to lightning damage, they take no damage and are restored to consciousness/stabilized if they were down.
- Solar Flare: Goultani & Daidrin spell, Action.
- Infernal Star: Goultani, Rouzhai & Draconic spell, Action. The caster generates five fireballs, range 250 ft and each covering a 40-ft cube. The targets make a Dexterity saving throw, taking 10d8 fire damage upon faliure and half upon success. Each ball can hit separate AoEs or be concentrated on the same one; targets only take damage from the ones that hit them. The caster can move the fireballs around corners and demolish cover up to 10 ft thick to get through to one. If the target succeeds on their saving throw against an attack that broke through cover, they take no damage (taking half damage if they fail). After all five are launched, a sixth fireball fires from the center of the others' source. The fireball targets 30 ft AoE of their choice within range, dealing 12d8 fire damage to anyone in range that fails a Dexterity saving throw, or half to those that succeed.
- Fusion: Blauri spell, Action.
- Shadow Storm: Daidrin & Blauri spell, Action.
- Create Greater Undead: Daidrin spell, Action. Range: Touch. The user can utliize the powerful rites, rituals and/or circumstances required to create a greater undead creature. For creatures such as vampires & death tyrants, the caster simply prepares the necessary ritual and draws upon the knowledge & power of the scepter to cast with success. For the most powerful greater undead (mummy lords, death knights, liches & dracoliches), the caster must make an Arcana or Religion check to call upon the dark powers (arcana) or deities/fiends (religion) necessary to find this heavily guarded knowledge (DC 30). If successful, the caster learns the secret rites & rituals of lichdom for the duration of the casting period. So long as the caster performs said rites within the circle created around the scepter, they will be successful and do not require outside assistance. Rites of Undeath (10th level) - take the aspects from Create Greater/Intelligent Undead and move them to this spell slot. Add special material components for each one.
- Soul Removal: Daidrin, Rouzhai & Warian spell, Action. Non-damage dealing spell with other special effects. You target a creature with a soul that you can see within 30 ft. If the target has less than 100 HP left, it falls prone and is dead/incapacitated via removal of their soul from their body. If they have 100 HP or more, they make a Constitution saving throw to resist the ethereal tethers from ripping the soul from their living flesh. Huge or larger creatures have advantage on this saving throw, and any creature has disadvantage if the caster makes physical contact with them (for Huge or larger creatures, this gives them a straight roll). Those who succeed on the saving throw take 20d6 necrotic damage and does not have their soul removed.
- Soul Reform: Daidrin & Warian spell, Action. Requires fragments of the original soul, or a soul of the same creature type as the original + strong memories of the individual. if operating off ones own memory, roll a d100 to determine the percentage of success (85 on the d100 would produce a soul that is 85% similar to the original being). If using shared memories of multiple people, add +5 to the d100 result for every additional person added to the ritual. If using fragments of the original soul, roll a spellcasting attack against a DC of 15+# of days the soul has been destroyed/corrupted.
- Fallout: Rouzhai spell, Action. Damage dealing spell with other effects, including radiation poisoning
- Antilife: Rouzhai spell, Action. Target makes Constitution saving throw. Upon success, they take stupid amounts of radiant damage. Upon failure, they die as they are converted to antimatter and explode with gamma radiation for a 90 ft AoE centered of them. Any creatures within that AoE make a Constitution saving throw or take stupid amounts of radiation damage and are poisoned for 1 hour (successes take half and are not poisoned).
- Shapechange (5e): Garonis & Blauri
- True Polymorph (5e): Garonis & Blauri
- Meteor Swarm (5e): Garonis & Daidrin
- Gate (5e, plane specific. All can cast Gate to the mortal plane, but Garonis can only cast to Aurovian Wilds, Rouzhai to Thugoran Chaos, Daidrin to everywhere, Blauri to Ominoid Seas, & Goultani to Skies of Hytheria. Material components not needed)
- Time Ravage (5e, Explorer's Guide to Wildmount): Daidrin & chronomancy
- Power Word Kill (5e): Daidrin
- Ravenous Void (5e, Explorer's Guide to Wildemount): Daidrin
- Aneuryism: Garonis, Blauri, Warian & biomancy spell, Action. You target a creature with a soul that you can see within 30 ft. If the target has less than 100 HP left, it falls prone and is dead/incapacitated via removal of their soul from their body. If they have 100 HP or more, they make a Constitution saving throw to resist the ethereal tethers from ripping the soul from their living flesh. Huge or larger creatures have advantage on this saving throw, and any creature has disadvantage if the caster makes physical contact with them (for Huge or larger creatures, this gives them a straight roll). Those who succeed on the saving throw take 20d6 necrotic or psychic damage (whichever one the target doesn't have immunity or resistance to). Does not work on undead or constructs.
- Soul Anchor: Daidrin & Warian spell, Action.
Spell Workshop (50 leveled spells, 3 divine-level spells & 46 Unassigned spells)
For the following spells, the mechanics are not written, but I have an image in my head. If you cast this spell, we will build it together on the spot.2nd-level (3)
- Hydrobend: Garonis & Blauri spell
- Aerospeed: Garonis & Goultani spell
- Wind Blade: Garonis & Goultani spell, Bonus Action
3rd-level (6)
- Wind Construct: Goultani & Garonis spell, Bonus Action. Creates an object no longer than 5 ft and not disproportionally thick (DM gets final say, based on how the caster describes the desired object). While this construct dissipates after one use, it functions as whatever it has been constructed into, (ex. thieve's tools, weapons & their associated properties). When cast at higher spell slot levels, the object's max size increases by 5 ft per level. If this is upcast for a weapon construct, the weapon does an additional 1d6 thunder damage per spell slot above 1st.
- Ice Construct (work Ice Cage into this spell): Garonis, Daidrin & Blauri spell, Bonus Action, range 30 ft. The caster creates an object no larger than a 5x5 cube out of ice anywhere in range that they can see or sense. Once created, they can telekinetically control this construct. If the construct is a weapon, it gains the same properties and damage as the weapon would normally have and can be used for any melee attack, using the caster's choice of their Strength, Dexterity (if finesse or ranged weapon), or spellcasting modifier. The user can telekinetically move the construct up to the spell's casting range as a bonus action. For every spell slot above 2nd that is used to cast this spell, the maximum size increases by 5x5 and the range increases by 20 ft. Ice Cage Portion: Garonis & Daidrin spell, Action. Forms a 15x15 ft cube of 5 ft wide, 15 ft tall ice spike, each of which have an AC of 15 and 20 HP. Anyone in the area makes a Dex save or is trapped within the prison, forced to break down one of the bars to escape. If they roll a 1 on the saving throw, they are impaled on a spike and take 2d10 piercing & 2d8 cold, then grappled with a movement speed of 0 ft. They can make an Athletics check on each of their turns to get off. The ice spikes are too slippery to climb unless the target has the ice walk ability.
- Aberrant Tentacles: Blauri spell, Bonus Action.
- Geokinesis: Garonis spell, Action. model after Stone Shape & Move Earth. can include rock (natural or worked), sand, metal, clay, and other earthen substances that naturally exist in solid form. Cannot directly control living creatures, even if they are made of solid matter. Molten rock & mercury fall under this category, despite being liquids. Antirock is the Rouzhai version of the spell (requires naturally occurring or recently converted antimatter), whereas Darkstone is the Blauri version of the spell (requires naturally occurring or recently converted dark matter). Work in the ability to shift betwen matter phases; same with all the kinesis spells. This will be something that can be added with higher levels.
- Hydrokinesis: Garonis & Blauri spell, Action. model off of Control Water. can include water, ice and other aqueous substances that naturally exist in liquid form. Cannot directly control living creatures, even if they are made of liquid matter. Antiwater is the Rouzhai version of the spell (requires naturally occurring or recently converted antimatter), whereas Blackwater is the Blauri version of the spell (requires naturally occurring or recently converted dark matter)
- Aerokinesis: Garonis & Goultani spell, Action. can include air, gases & other substances that naturally exist in gas form. Cannot directly control living creatures, even if they are made of gaseous matter. Anti-air is the Rouzhai version of the spell (requires naturally occurring or recently converted antimatter), whereas Darkwind is the Blauri version of the spell (requires naturally occurring or recently converted dark matter)
Geokinesis/Hydrokinesis/Aerokinesis draft
Garonis, Rouzhai (antimatter or after using Antijection), Blauri (dark matter or after using Dark Injection), Goultani (aerokinesis only), Action, Concentration up to 10 minutes. You call upon the matter (Garonis), dark matter (Blauri) or wind energy (Goultani) surrounding a creature or object and bend it to your will. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. The spell's power has different effects depending on whether its used on a creature or object; these effects scale the higher the spell's level.- Creatures: You can try to move a Medium or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 10 ft in any direction, including upward but not beyond the range of this spell. 1st level: the target takes 2d8 force damage and the spell ends. 2nd level: the creature can be pushed up to 15 ft and takes 3d8 force damage. 3rd level: the spell can affect Large or smaller creatures; the creature can be pushed up to 20 ft and takes 4d8 force damage. 4th level: the creature can be pushed up to 25 ft and takes 5d8 force damage. 5th level: the spell can affect Huge or smaller creatures; the creature can be pushed up to 30 ft and takes 6d8 damage. Alternatively, you can forgo the force damage and instead keep the creature restrained in your telekinetic grip until the end of your next turn (a creature lifted upward is suspended mid-air). On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. This alternative option exists when you cast the spell at 5th level or higher. 6th level: you can target one additional creature (2 total). The creature can be pushed up to 40 ft and takes 7d8 force damage. 7th level: you can target one additional creature (3 total). The spell can affect Gargantuan or smaller creatures; Medium or smaller creatures have disadvantage on the saving throws. The creature can be pushed up to 50 ft and takes 8d8 force damage. In addition, when you take the alternative option to restrain your target, you can choose to squeeze them for 6d8 force damage (which ends the telekinetic grip afterwords) or throw them in any direction (up to the same distance that you would have ordinarily been able to push them), taking 1d6 bludgeoning damage for each 10 ft that they are thrown. If they are thrown from a tall structure or area, they will take the appropriate fall damage from their height. This throwing option is available for creatures whenever the spell is cast at 7th level or higher. 8th level: you can target one additional creature (4 total). The creature can be pushed up to 60 ft and takes 9d8 force damage; Large or smaller creatures have disadvantage on their saving throws, and if the caster chooses to deal the squeezing damage, it increases to 7d8 . 9th level: you can target one additional creature (5 total). The creature can be pushed up to 70 ft and takes 10d8 force damage; Huge or smaller creatures have disadvantage on their saving throws, and if the caster chooses to deal the squeezing damage, it increases to 8d8 .
- Objects: You can try to move an object that weighs up to 200 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. 2nd level: the object can be moved up to 15 ft and can weigh up to 400 pounds. 3rd level: the object can be moved up to 20 ft and can weigh up to 600 pounds. 4d8 4th level: the creature can be pushed up to 25 ft and can weigh up to 800 pounds. 5th level: the object can be moved up to 30 ft and can weigh up to 1,000 pounds. In addition, you can squeeze the object for 5d8 force damage (ending the telekinetic grip when doing so). You can also forgo the force damage and instead keep the object in your telekinetic grip until the end of your next turn (an object lifted upward is suspended mid-air). On subsequent rounds, you can use your action to maintain your telekinetic grip on the object, requiring no contest unless another creature or force acts upon the object. This alternative option exists when you cast the spell at 5th level or higher. 6th level: you can target one additional object (2 total). The object can be moved up to 40 ft and weigh up to 1,500 pounds. It takes 6d8 force damage from any squeezes. Alternatively, you can forgo the force damage and throw them in any direction (up to the same distance that you would have ordinarily been able to push them), taking 1d6 bludgeoning damage for each 10 ft that it is thrown. If it is thrown from a tall structure or area, it will take the appropriate fall damage from their height. This throwing option is available for objects whenever the spell is cast at 6th level or higher. 7th level: you can target one additional object (3 total). The object can be moved up to 50 ft and weigh up to 2,000 pounds. It takes 7d8 force damage from any squeezes. In addition, you can now target structures with this spell, dealing 8d8 force damage if it is still stably rooted to its foundation. If you succeed at breaking its stability, you can move the parts of it that your weight limit allows. This option is available for objects when you cast the spell at 7th level or higher. 8th level: you can target one additional object (4 total). The object can be moved up to 60 ft and weigh up to 2,500 pounds. It takes 8d8 force damage from any squeezes. 9th level: you can target one additional object (5 total). The object can be moved up to 70 ft and weigh up to 3,000 pounds. It takes 9d8 force damage from any squeezes. In addition, when you break the foundation of a structure with this spell, you can direct where the structure falls.
4th-level (5)
- Aeroflesh: Garonis spell, Bonus Action. Non-damage dealing spell.
- Aquatic Construct (work Water Gate into this spell): Garonis & Blauri spell, Action. Forms a swirling 15x15 ft cylinder of water that is 15 ft high. Anyone in the area makes a Dex save or is trapped within the prison. The water cannot be dissipated or hurt with attacks, so anyone who wishes to escape must make an Athletics check to burst through (if they have a swimming speed, they have advantage on this throw).
- Stone Construct (work Stone Cell into this spell): Garonis spell, Action. Forms a 15x15 ft cube of 5 ft wide, 15 ft tall rock pillars, each of which have an AC of 18 and 30 HP. Anyone in the area makes a Dex save or is trapped within the prison, forced to break down one of the bars or perform an Athletics check to climb out (unless they have a climbing speed)
- Air Strike: Garonis & Goultani spell, Action. Damage-dealing spell, jist of it is that you either leap up 15 ft and make the three spell attacks from there, or can make the same three in conjunction with your flying speed if you're already airborne (if you are falling and currently midair, it functions similarly to if you had jumped up).
- Ice Slice: Garonis & Daidrin spell, Action. Damge dealing spell
5th-level (9)
- Gas Chamber: Garonis spell, Action.
- Melting Pot: Garonis, Blauri, Rouzhai & biomancy spell, Action.
- Infernal Pyre: Goultani & Rouzhai spell, Action, concentration up to 1 minute. Damage-dealing spell.
- Sonic Boom: Goultani spell, Action. Damage-dealing spell, deals thunder damage and causes deafness until the end of your next turn is opponents fail a Constitution saving throw.
- Snap Shock: Goultani & Rouzhai spell, Action: targets multiple individual and releases a concentrated bolt of lightning into each one upon the snap of one’s fingers
- RadiaWave: Goultani & Rouzhai spell, Action: swings a 15 to 75 ft wide wave of radiant energy, expanding until 75 ft. from the Sun (Goultani) or nuclear output (Rouzhai)
- Aberrant Corruption: Blauri spell, Action
- Dark Transmutation: Blauri spell
- Nuclear Strike: Rouzhai spell
6th-level (5)
- Bloodboil: Garonis, Blauri, Rouzhai & biomancy spell, Action. Damage-dealing spell with other effects. Opponent makes Constitution saving throw or takes 6d12 necrotic damage as the caster sends a boiling/burning sensation through their bloodstream.
- Shadow Beam: Daidrin & Blauri spell, Action. Targets who fail Con save are blinded until the end of their upcoming turn
- Lightning Wave: Goultani & Rouzhai spell, Action. Damage-dealing spell with other effects.
- Gamma Beam: Rouzhai spell, Action
- Flora ???: Garonis & biomancy spell, Action, 120 ft, concentration up to 10 minutes. A combination of poison, slashing & acid damage in a 60 ft AoE centered on a point you can see within range.
7th-level (7)
- Flesh Puppet: Garonis, Blauri & biomancy spell, Action. Can control an organic body and command it to do thy bidding, Constitution save or the victim must abide. Can directly control living or dead creatures, who make a Con save if they are alive and unwilling. Upon failure, their turn becomes the caster’s turn; they move and take Actions/Bonus Actions according to their master’s will, but they cannot be forced to cast spells or magical effects (whether through their own power or through magic items).
- Rock Slide: Garonis spell, Action. Lesser version of Avalance
- Organic Regeneration: Garonis & Blauri spell, Action. Heals HP and continues to heal for 1d4 rounds of combat (one reroll allowed if you roll a 1) after the initial casting
- Infernal Lightning: Goultani & Rouzhai spell, Action. Damage-dealing spell with other effects. if reduced to 0 HP, they are killed instantly via spontaneous combustion (unless they have fire resistance), leaving a humanoid outline of ash on any surface behind them. If the initial wave of this spell kills any creatures, a single bolt hops from that creature to the closest creature (no farther than the spell’s AoE).
- Wall of Sparks: Goultani & Rouzhai spell, Action.
- Plasma Web: Blauri spell, Action
- Antigenerate: Rouzhai spell, Action, Touch. Can only heal yourself, a fiend, undead or another Rouzhai. Attempting to use this on another creature besides those will cause damage for the same amount that it would have healed)
8th-level (15)
- Cyclone: Garonis & Goultani spell, Action.
- Voltgrinder: Goultani spell, Action.
- Sandstorm: Garonis spell, Action.
- Avalanche: Garonis & Daidrin spell, Action.
- Infernal Rapture: Goultani & Rouzhai spell, Action.
- Solar Strafe: Goultani & Daidrin spell, Action.
- Void Wall: Daidrin spell, Action. Damage dealing spell with other special effects
- Fractal Rain: Daidrin spell, Action. Damage dealing spell.
- Soul Tether: Daidrin & Warian spell, Action. Non-damage dealing spell
- Fungal Plague: Garonis, Rouzhai & Blauri spell, Action.
- Flora Frenzy: Garonis & biomancy spell, Action, 120 ft, concentration up to 10 minutes.
- Antiwarp & Aberwarp: can teleport to a spot you have been to or are strongly familiar with (or have an object from it). Upon arrival, an antimatter/dark matter portal is constructed from the existing matter. For Antiwarp, this causes a 60 ft AoE explosion dealing half radiant/half necrotic damage to anyone failing a Con save. For Aberwarp, this causes a 60 ft AoE wave of aberrant corruption, forcing each affected creature to make a Con save or roll 1d6 to see what form of corruption they take.
- Etherstorm: Daidrin & Warian spell. Action, 100 ft AoE centered on a point you can see or sense, 1 minute.
- Sandstorm: Garonis (matter) & Rouzhai (antimatter) spell, Action. Damage dealing spell with other effects.
- Flora Frenzy: Garonis & biomancy spell, Action, 120 ft, concentration up to 10 minutes.
Flora Frenzy details
- Round 1 - Gothicca’s Embrace (Lair Action, DC 19 Strength save or be restrained until they break free on subsequent turns or teleport out) and concentrated Poison Breath (if recharged; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Blight on anyone caught in the vines.
- Round 2 - Torashan’s Teeth (Lair Action, DC 19 Dexterity save or be impaled by huge thorns, half damage if they succeed) and concentrated Poison Breath (if recharged; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Vitriolic Sphere on anyone caught in the thorns (those in the radius that didn’t get caught in the thorns make the saving throw with advantage).
- Round 3 - Floral Fumes (Lair Action, DC 19 Constitution save or take a face full of poison damage and be blinded for the round; creatures holding their breath make this with advantage) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead projects a claw attack on anyone caught in the fumes.
- Round 4 - Loopy Lillies (Lair Action, DC 19 Intelligence save or be confused for the round, rolling 1d4 for each Action/Movement to see which direction they go (3-4 go forward, 1-2 go backward) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Floral Storm on anyone affected by the Loopy Lillies.
- Round 5 - Memorial Monoxide (Lair Action, DC 19 Wisdom save or see the illusion of an important NPC to them when their vision clears, luring them deeper into the tunnel) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead manifests her head at the illusion’s face for a bite attack.
- Round 6 - Stunning Saplings (Lair Action, DC 19 Charisma save or be stunned/fall prone for the round) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Fungal Rush on anyone affected by the Stunning Saplings.
10th-level or higher (3; uncastable without assistance from a higher power or Gaiostone)
- Solar Storm: Goultani, Draconic & Hytherian spell
- Astral Banishment: Warian spell
- Aftergate: Daidrin & necromancy spell, Action. Basically the Gate spell, but specifically opens up a portal to the Underworld or an afterlife of the caster’s choosing. The gate draws dead souls from the other side to our world, manifesting as whatever undead they were on that side.
Unassigned (46)
- Metal Shift: Garonis & Blauri
- Lava Wave
- Lava Bullet
- Ice Spike
- Magma Cave
- Lava Whip
- Lava Rift
- Earthadillo
- Summon Plant: Garonis
- Acidic Wave: Garonis, Blauri & Draconic
- Toxic Wrath: Garonis, Blauri & Draconic
- Vulcan Stomp - Rouzhai & Garonis, 4th or 5th level
- Aquadupe (6th or 7th level Blauri & Garonis spell)
- Icicle Storm (Garonis, Blauri & Daidrin spell)
- Air Drop - Goultani spell, slams down into the ground from up high, channeling all the energy from the fall into the blast
- Shadow Wrath (3rd or 4th level) - as a Reaction to being hit with a melee or ranged attack roll, roll a d4. On a 1 or 2, you can cause the shadow of that individual (doesn’t matter if there is light or not) to immediately deal 1/2 the damage they dealt to you by their full attack. On a 3 or 4, the shadow deals full damage.
- Aether Juice - 3rd or 4th level Daidrin & Warian spell: can heal damage to all creature types except constructs & oozes
- Elastic Wall: Blauri spell
- Shadow Shroud: Daidrin & Blauri spel, Bonus Action, concentration up to 1 minute. A cloud of pure darkness engulfs a 15 ft AoE centered on yourself. The area becomes magical darkness and can only be dispelled by magical light; Darkvision does not work in here. Melee & ranged attacks made against you have disadvantage if the attacker is relying on sight, and you have advantage on any Strength, Dexterity or Constitution saving throws you must make.
- Gamma Wave (Rouzhai)
- Gamma Strike (Rouzhai) - enhances a melee or ranged attack with radioactive decay, dealing necrotic damage. If attaching this damage to a spell, the spell must ordinarily seal fire, radiant, lightning or necrotic damage. This might just be corrosive essence; change name to Gamma Strike or Corrosive Strike.
- Inferno Beam (Goultani & Rouzhai, 6th or 7th level)
- Ether Warp (Daidrin & Warian, 7th or 8th level) - can teleport to a known, specific point in the Ethereal Plane, teleport a specific creature you’ve focused on with Ethersight to you, or teleport to them
- Cyr Pulse (8th level Garonis, Blauri & Daidrin spell, Action, 60 ft AoE centered on self)
- Flora Frenzy (7th or 8th level, already in Spell Workshop): Action, concentration up to 1 minute, 100 ft AoE centered on self or a point they can see within 60 ft. All the flora in the AoE go crazy and attack any creature that isn’t allied with the caster. Take the Lair Actions from the Aeortic Tunnel (check Gothicca’s statblock) and use these as the effects for Flora Frenzy, removing the dragon-based effects. Bramble vines: a bunch of piercing damage, Strength (already part of the listing)
- Ice Spike (Blauri, Garonis & Daidrin, same level and effects as Terra spike, but with water/ice)
- Snowball Effect (Blauri, Garonis & Daidrin, same level and effects as Boulder Roll, but with water/ice)
- Tornado Drill (6th or 7th level; fully replace Tornadic Blender with Voltgrinder, make it a Goultani/Rouzhai spell, and make this a Goultani/Garonis spell): functions like Maelstrom, so match Maelstrom’s level with this one
- Fire Drill (6th or 7th level, Goultani/Rouzhai, Action): grinds fire into a target like a drill
- Arctic Drill (6th or 7th level, Garonis/Blauri/Daidrin, Action): grinds ice/snow into a target like a drill
- Dark Drain (1st level Daidrin & Blauri spell, Bonus Action): redesign to be an attack roll spell that deals the damage & gains that many points of cold/necrotic/force damage to add to your next attack or spell.
- Vulcan Wave (replace Magma/Lava Wave in Spell Workshop)
- Vulcan Pulse (6th or higher)
- Vulcan Burst (7th or higher)
- Eruption (9th level, already in spell list): Garonis & Rouzhai, Action, 10 minutes. Eruption happens on the first round, earthquakes happen for 3 rounds,
- Gamma Point (7th or highe, Rouzhai): nuclear explosion emanating in a cone AoE
- Dark Tunnel modification - have this spell apply to multiple realms, satisfying the Plane Shift & Teleport spells simultaneously
- Nuclear Smash (8th level Rouzhai spell, Action)
- Gamma Breath (multi/scaled level Rouzhai spell, Action)
- Zero Beam (7th level Daidrin & Blauri spell, Action) Unleashes a concentration beam of cold dark energy in a 100 ft line that’s 5 ft wide. Targets in the beams path make a Constitution saving throw or take 6d12 cold damage and are slowed 10 ft. Targets that succeed take half damage and are not slowed.
- Dark Shield (Blauri spell, Reaction): similar to Repulsion Bubble & Warp Dodge
- Gamma Crystal (Rouzhai spell)
- Sand Blade
- Sand Blast
- Plasma Shield (2nd or 3rd level): work in with Repulsion Bubble, Warp Dodge, etc.
- Bolt Rush (Blauri spell): unleashes a torrent of water (like Hydro Rush), then the tendrils burst like lightning from haphazard points along the path.
Admin Considerations
- For each Gaioforce aura, write a scientific/arcane explanation for how the magic works within the world (one paragraph max). For example, explain that the Rouzhai aura works when the user draws trace antimatter particles from the Thugoran Chaos into Gaion, causing nuclear collisions with the ordinary matter that inhabits the world. This collision destroys both particles (antimatter & matter) and releases gamma radiation (energy) in a controlled or uncontrolled blast, depending on the user’s skill and intention.
- Garonis Gaioforce - all lava-based spells will be 5th level or higher due to the power potential & the energy required to superheat rock
- General: spells that require an attack roll should be 3rd level and lower
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