Spells
Magic in The Seas of Night has a different flavor than that of those of planet-bound casters. Often it focuses on themes like light and movement. Sometimes it takes a utilitarian bent. It is rarely frivolous, unless a Reigar spellcaster is involved.
Aether Lance
Accelerated Stitching
Amethyst Singularity
Analyze Balance
Annihilation Disk
Banish Dazzle
Blister
Blood Bolt
Brilliant Passage
Firefeed
Howling Void
Lightning Charged
Magic Orb
Megalith
Obliteration Beam
Orbital Stones
Relocate
Starlight
Star Step
Suspend Animation
Zenith
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Table of Contents
Acid RainAether Lance
Accelerated Stitching
Amethyst Singularity
Analyze Balance
Annihilation Disk
Banish Dazzle
Blister
Blood Bolt
Brilliant Passage
Firefeed
Howling Void
Lightning Charged
Magic Orb
Megalith
Obliteration Beam
Orbital Stones
Relocate
Starlight
Star Step
Suspend Animation
Zenith
Acid Rain
5-level Conjuration
Casting Time: 1 action
Range/Area: 60 ft
Components: V, S, M
Materials: a drop of acid
Duration: Concentration, up to 1 minute
You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th. Available for: Cleric, Druid, Ranger, Sorcerer, Wizard
Aether Lance
3-level Evocation
Casting Time: 1 action
Range/Area: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Available for: Sorcerer, Wizard
Accelerated Stitching
5-level Necromancy
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a vial of plasma worth 75gp
Duration: Instantaneous
You touch a creature and its wounds begin to rapidly heal. The target regains 4d6 hit points. This spell has no effect on undead or constructs.
Blood Magic. When you cast this spell, you can choose to deal an amount of force damage to yourself equal to half your level (minimum 1), this damage ignores resistances and immunities. When you do, the target gains a number of temporary hit points equal to half of the amount healed.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d6 for each slot level above 5th. Available for: All Classes
Amethyst Singularity
4-level Evocation
Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: an amethyst worth 150gp
Duration: Concentration up to 1 minute.
You call upon the hunger of the amethyst and create a magical singularity. The singularity is a 30-foot radius sphere centered on a point of your choice within range, and the area is considered difficult terrain. A creature that enters the area for the first time or starts its turn there must make a Strength saving throw or be forcefully pulled 10-feet towards the singularity's center and has its speed reduced to 0. A creature can make the saving throw again at the end of each of its turns, ending the effect on a success.
A creature that is within 5 feet of the center for the first time, or starts its turn within 5 feet of the center takes 2d10 force damage. a creature that dies from this damage is disintegrated and sucked into the singularity.
Available for: Sorcerer, Warlock, Wizard
Analyze Balance
1-level Divination
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: four iron coins
Duration: 1 minute
With a glance, you measure the weight of law, chaos, good, and evil in a being or object and learn about its origins and alignment. If you target a creature, you learn the type of that target creature within range. If the creature is celestial, elemental, fey, fiend, monstrosity, or undead you also learn its home plane (if any) and alignment (if any).
Instead of a creature, you can target an object. If you target an object, you can determine what type of creature made it and if it has any alignment of its own.
Available for: Cleric, Druid, Paladin, Ranger
Annihilation Disk
6-level Evocation
Casting Time: 1 action
Range/Area: 90 ft
Components: V,S
Duration: 1 minute
You hurl a swirling disk of destructive force at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 8d6 + 15 force damage and the spell ends. This spell ignores resistance, and targets with vulnerability to slashing damage have vulnerability to the spell's damage.
On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Note the location of your target when you cast the spell At the start of your next turn, you must repeat the spell attack (no action) against the creature within range that is now closest to that space, possibly even attacking yourself. If this attack misses or has no target, repeat this process using the location of the last target when the spell attacked it, repeating the attack each round until the spell ends.
The disk uses blindsight to find its targets, not vision, and it weaves around obstacles to reach its target, so subsequent attacks after the first ignore half cover and three-quarters cover and do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks.
The disk damages objects in its path that aren't being worn or carried When this spell destroys an object or kills a creature, it is sliced in twain.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th. Available for: Sorcerer, Wizard
Banish Dazzle
2-level Abjuration
Casting Time: 1 action
Range/Area: 10 ft
Components: V, S, M
Materials: a shard of glass or clear crystal
Duration: 8 hours
You clear the vision of one target creature, allowing it to see despite bright lights. One target creature cannot be blinded by bright lights and suffers no other effects of being in bright light (including the sunlight sensitivity suffered by some races). In addition, the target can see through natural mirages and visual illusions created by spells of 1st-level or lower. If the target was already blinded due to bright light, the effect is removed.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for each slot level above 2nd. Available for: Druid, Ranger, Sorcerer, Wizard
Blister
1-level Evocation
Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: Instantaneous
You pull salt from the air around you, solidify it into tiny granules, and propel them in a 60-foot cone originating from your position.
Creatures caught in this cone must succeed on a Dexterity saving throw or take 2d8 slashing damage and suffer disadvantage on all Charisma checks. The disadvantage ends when the creature is healed or finishes a long rest.
Available for: Cleric, Sorcerer, Warlock, Wizard
Blood Bolt
0-level (Cantrip) Necromancy
Casting Time: 1 action
Range/Area: 120 ft
Components: V, S
Duration: Instantaneous
You hurl a shard of crystallized blood from your body at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage and must make a Constitution saving throw. On a failed save, it can’t take reactions until the start of its next turn.
Blood Magic. When you cast this spell, you can choose to deal 1 damage to yourself, this damage ignores resistances and immunities. When you do this, add your Constitution modifier to the damage dealt. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: All classes
Brilliant Passage
2-level Transmutation
Casting Time: 1 action
Range/Area: 150 ft
Components: V,S
Duration: Instantaneous
You briefly become a ray of light and instantly travel along a line up to a distance equal to the range of this spell. You can pass through translucent and transparent objects in this way, but cannot pass through opaque surfaces or sources of magical darkness.
At higher levels: If you cast this spell at higher levels, increase its range by 50 ft for each additional level. Available for: All Classes.
Firefeed
6-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 minute
Range/Area: Touch
Components: V,S,M
Materials: A ruby worth 100gp
You touch a creature and, for the duration of the spell, sources of fire damage heal the target, instead, for half the amount they would normally deal.
Non-magical sources of fire touched by the creature are snuffed by this effect.
Available for: Artificer, Bard, Cleric, Sorcerer, Warlock
Howling Void
6-level Transmutation
Casting Time: 1 action
Range/Area: 90 ft
Components: V,S,M
Materials: a bit of earwax
Duration: Concentration, up to 1 minute
You destroy the air in a 30-foot radius sphere centered on a point you can see within range, creating an unseen magical area of vacuum that spreads around corners and lasts until the spell ends. No sound can be created within or pass through the area, and nonmagical flight in the area is impossible. The area disperses gas or vapor, and it extinguishes nonmagical fires of any size. Any creature or object entirely inside the area is immune to thunder damage, is deafened, and cannot breathe or speak.
Any creature inside the area when it first appears or that ends its turn within the area must make a Constitution saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 psychic damage and gains one level of exhaustion. On a successful saving throw, a creature takes half damage and does not gain any levels of exhaustion.
The damage dealt by this spell ignores resistance and immunity to thunder damage, but not resistance or immunity to all damage. Creatures that are immune to exhaustion are also immune to the psychic damage dealt by this spell.
When a creature ends its turn outside the area, it reduces any exhaustion caused by this spell by one level.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard
Lightning Charged
2-level Evocation
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a piece of once used lightning rod
Duration: Special, see spell description
You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d4 lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.
At higher levels: The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd. Available for: Artificer, Sorcerer, Warlock, Wizard
Magic Orb
0-level (Cantrip) Conjuration
Casting Time: 1 action
Range/Area: 30 feet
Components: V,S
Duration: Instantaneous
You conjure magic into a simple orb of magical air, water, sand, or other inert substance in your hand and use it to strike a creature or object that you can see within range. Make a ranged spell attack against the target. If the target is within 5 feet of you, you can choose to make a melee spell attack against it instead. On a hit, the target takes 1d10 bludgeoning damage. The orb vanishes at the end of the turn.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10) Available for: Artificer, Sorcerer, Wizard
Megalith
9-level Conjuration
Casting Time: 1 action
Range/Area: 300 ft
Components: V,S,M
Materials: a stone with no moss
Duration: Concentration, up to 10 minutes
You conjure a massive stone orb with a diameter of 20 feet at a point that you can see within range. It crashes into the ground then rolls up to 100 feet in a straight line to an unoccupied space. The orb grants cover and blocks vision. It is an object with 17 AC and 150 hit points, it has vulnerability to thunder damage, and the spell ends if it is destroyed.
Each creature in the orb's space when it appears or in its path when it rolls must succeed on a Dexterity saving throw or take 10d12 bludgeoning damage and be knocked prone. For the duration, you can use an action on your turn if you are within range of the orb to push it with magic, causing it to roll up to 100 feet in a straight line to an unoccupied space again.
The orb deals double damage to objects, but it can't roll through an object unless it deals enough damage to destroy the object. If the orb finishes its movement on an incline, it may roll downhill at the end of that turn (at the DM's discretion} rolling each turn until you use an action to roll it again or it reaches level ground.
When the spell ends, the orb vanishes.
Available for: Sorcerer, Wizard
Obliteration Beam
9-level Evocation
Casting Time: 1 action
Range/Area: 500 ft
Components: V,S,M
Materials: a diamond worth at least 800gp which the spell consumes
Duration: 1 round
You emit a massive beam of bright, powerful energy in a line 500 feet long and 25 feet wide that blasts away all in its destructive path. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 11d10 radiant damage and 11d10 force damage, is pushed 50 feet away from you, and is knocked prone. On a success, a creature takes half as much damage and is not pushed or knocked prone.
Until the end of your next tum, the area emits bright light for 500 feet and dim light for an additional 500 feet.
The spell damages and pushes objects in the area.
Available for: Sorcerer, Wizard
Orbital Stones
4-level Transmutation
Casting Time: 1 action
Range/Area: Self
Components: V,S
Duration: Concentration, Up to 1 Minute.
You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three-quarters cover. With at least one stone remaining, you have half-cover.
As a bonus action while at least one stone remains in orbit, you can magically fling a stone at a target within 60 feet. Make a ranged spell attack roll. On a hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.
Available for: Druid, Sorcerer, Wizard
Relocate
3-level Conjuration
Casting Time: 1 action
Range/Area: Touch
Components: V,S
Duration: Instantaneous
Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see.
If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see.
Available for: Artificer, Bard, Sorcerer, Wizard
Suspend Animation
7-level Necromancy
Casting Time: 10 minutes
Range/Area: 10 ft
Components: V,S,M
Materials: 500 gp worth of rare Feywild or Underdark herbs, which the spell consumes, and a spinning wheel with spindle
Duration: Until dispelled
You softly weave preserving magic around one willing creature that you can see within range, causing it to enter a state resembling recent death. Until the spell ends, the target is unconscious. While unconscious in this way, the target does not age and doesn't need food, drink, air, or sleep. It is also immune to poison and disease; although any poison or disease already in its system at the time of casting is also suspended, not neutralized.
During the casting of the spell, you must specify a condition that will cause the spell to end, and the target must agree willingly to this condition before casting is finished, or else the spell fails. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and that it has some likelihood of eventually occurring.
When the spell ends, if the target was unconscious for more than 12 hours, it gains the benefits of a long rest, all of its hit dice are restored, and is exhaustion level is reduced by one for every 12 hours that the spell lasted.
Available for: Cleric, Druid, Warlock, Wizard
Starlight
1-level Evocation
Casting Time: 1 action
Range/Area: 60 ft
Components: V,S,M
Materials: a starchart or astrolabe
Duration: Concentration, up to 1 minute
You call eerie starlight down upon one creature you can see within range. The target's space is filled with dim light until the end of your next turn, and it must make a Wisdom saving throw. On a failed save, it becomes charmed for the duration. While charmed by the speli a creature is incapacitated and it can't move or speak.
The target repeats the Wisdom saving throw at the end of each of its turns, ending the spell on a success. The spell also ends if the target takes any damage or if someone else uses an action to touch the target and shake it out of its stupor. The target has disadvantage on the first saving throw if it can see the sky and it is night. If the target is blinded or can't see, it automatically succeeds on any saving throw for the spell
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the target doesn't repeat the saving throw on its turns. If you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. Available for: Warlock
Star Step
6-level Conjuration
Casting Time: 1 action
Range/Area: 150 ft
Components: V,S
Duration: Instantaneous
You step through the realm of stars, teleporting yourself to an unoccupied space you can see within range. Immediately after you appear, a blast of light and magical energy courses out of the portal you stepped through. Each other creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d8 force damage and 3d8 radiant damage, it is knocked prone, and it is blinded until the start of your next turn. On a success, a creature takes half damage and isn't knocked prone or blinded.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. That creature doesn't roll the saving throw. It must be within 5 feet of you when you cast this spell and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is
left behind.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the radiant damage done increases by 1d8 for each slot level above 6th. Available for: Sorcerer, Warlock, Wizard
Zenith
3-level Evocation
Casting Time: 1 action
Range/Area: 120 ft
Components: V,S,M
Materials: a lens or magnifying glass
Duration: Concentration, up to 1 minute
The light of the nearest star intensifies in a 30 ft diameter, 100 ft tall cylinder within range. While inside the area, the star appears to double in size and cast a sinister glow.
Creatures inside the area have disadvantage against effects that create sunlight.
Whenever a creature inside of the area would take radiant damage, it takes the maximum amount of damage the effect would create.
Available for: All classes
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