(None) You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a Wall of Force.
You point to an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5ft. in diameter and 40ft. high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much on a successful dexterity saving throw. The geyser also forms a pool of lava at its base. Initially the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool's radius increases by 5ft. A creature in the pool, but not in the geyser takes 5d8 fire damage at the start of your turn. When a creature leaves the pool, its speed is reduced by half and it has disadvantage on dexterity saving throws until an action is used to break the hardened stone away. If you maintain concentration for the full minute, the lava geyser and pool harden into nonmagical stone and creatures within become restrained until the stone is broken.
You create a 10ft. tall, 20ft. radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast this spell and as a free action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it's created or ends its turn there takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash. And walls of force and similar constructs within the area of this spell are dissolved immediately. The cylinder's radius expands by 20ft. at the start of each of your turns after the spell is cast. Any creatures or objects enveloped by the enlarged area suffer the effects immediately.
(None) You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20ft. radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion, a successful constitution saving throw halves the damage and prevents the exhaustion.
You can use a bonus action on your turn to move the area of the storm 30ft. in any direction.
You unleash magic that rips the soul from a living creature you can see. The target takes 8d6 + 50 necrotic damage, or half damage if it makes a successful Constitution saving throw.
If a creature is reduced to 0 hit points, it dies and its soul shatters into 2d6 spirit shards that take up residence in random life forms in a 10 mile radius. The spirit shards prefer intelligent creatures over unintelligent ones. Infected creatures are unaware of the shards presence, but may begin to have strange dreams and display odd habits relevant to the shards former life. These creatures also gain proficiency in one random skill the creature possessed, or expertise if they were already proficient. The creature whose soul was shattered cannot be resurrected unless all shards are brought together with all other objects required for the ressurection.
You point at a creature and disrupt its connection to the weave. For the duration of this spell the target cannot cast spells, utilize innate spellcasting or use magical abilities. As an action the target may attempt an ability check with its spellcasting ability against you spell save DC. A successful saving throw ends the Arcane Censure's effects.
(None) When a creature you can see succeeds on any d20 roll regardless of type, you alter this result to be a failure. (Works for Attack rolls, ability checks, both normal and opposed and saving throws). Additionally if a creature recharges an ability via a roll, this spell may cause that roll to fail. This spell has no effect on epic creatures unless cast with an epic spell slot.
You touch a cube of lead imbuing it with a vast amount of magic perfectly geared to cancelling other magics, when cast or after spending a minute touching the cube you may activate or deactivate its effects which are detailed below. This spell effects a 1,000ft. cube centered on a 1ft. cube of lead. If you cast this spell on the same cube of lead for a year and a day this effect becomes permanent.
- You may allow or prevent any school of magic selectively
- You may select which levels of spells are able to be cast (i.e. only allowing spells below or above a certain level)
- You may prevent all teleportation into, out of or both
- You may prevent specifically planar travel, including to the ethereal plane
- You may cause all magic items to to become inert
- you may cancel any magical effects currently affecting any creature, object, structure or area within
- Creatures outside cannot determine the location of this area with any magic and may not percieve inside with any magic.
If at any point the
cube is moved its effects are all cancelled and this spell immediately ends. If this effect has become permanent, it is not ended, but is instead surpressed for 1 hour.