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Greater Than Me (Planetary)

  • casting time 8 Hours
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact of immense power, which the spell consumes

You perform a monumental ritual to protect an entire world. Effects include:

Planetary Shield: The entire planet is enveloped in an impenetrable barrier that protects against extraplanar threats, catastrophic events, and magical manipulation from outside forces.

Global Empowerment: All inhabitants gain resistance to all damage, and advantage on all saving throws.

Ultimate Sacrifice: Upon completion, you ascend to a higher plane or become one with the world's essence, effectively removing you from the mortal existence. This spell represents the ultimate act of selflessness, offering oneself entirely for the protection of all.

Any Abjuration / LVL 10

Heroes

  • casting time 1 Action
  • range 90 Feet

  • components V / S / M
  • duration CON, 1 Minute

a fragment of a hero's relic worth at least 50gp

You summon a Heroic Spirit in an unoccupied space within range. The spirit takes the form of a warrior, archer, or mage (use the Veteran stat block or similar). The spirit is friendly to you and your companions. It acts on its own initiative count and obeys your verbal commands. If you do not command it, it defends itself but takes no other actions.

Any Conjuration / 3

Golden Secret

  • casting time 1 Action
  • range Touch

  • components V / S / M
  • duration CON, 1 Hour

a small piece of gold worth at least 1gp

You touch a willing creature or object, enhancing its properties. Effects include:

Enhanced Ability: The target gains advantage on one type of ability check (your choice) for the duration.

Subtle Transmutation: The target's appearance becomes more refined, possibly influencing social interactions.

Any Transmutation / 1

Don't Make Me Suffer

  • casting time 1 Action
  • range 120 Feet

  • components V / S / M
  • duration CON, 1 Hour

an artifact of suffering

You create a zone of amplified suffering in a 60 foot radium sphere centered on a point within range. Effects include:

Intensified Pain: Creatures of your choice within the area have vulnerability to all damage.

Despair: Affected creatures must make a WIS saving throw at the start of their turns. On a failed save, they are incapacitated due to overwhelming pain.

Suppressed Healing: Affected creatures cannot regain hit points by any means.

Any Necromancy / 8

Compass

  • casting time 1 Action
  • range Touch

  • components V / S / M
  • duration 24 Hours

a rare lodestone worth at least 1,000gp

You touch a willing creature, granting them unparalleled navigational abilities. For the duration:

True Direction: The target always knows the exact distance and direction to any place they have visited or any creature or object they have seen.

Pathfinder: The target can move through nonmagical difficult terrain without expending extra movement and can automatically detect hidden paths and portals.

Dimensional Awareness: The target knows the distance and direction to the nearest planar portal or dimensional anomaly.

Any Divination / 6

Greater Than Me

  • casting time 1 Reaction
  • range 30 feet

  • components V / S
  • duration Instantaneous

You extend a protective aura toward an ally. When an ally within range takes damage, you can use your reaction to reduce the damage by 1d4 + your spellcasting ability modifier. This reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Any Abjuration / Cantrip

Her Divinity

  • casting time 1 Action
  • range Touch

  • components V / S
  • duration Instantaneous

You touch a willing creature and bestow a minor divine blessing. The target gains one of the following effects of their choice until the start of your next turn:

Divine Guidance: The target adds 1d4 to their next ability check.

Radiant Spark: The target's next weapon attack deals an additional 1d4 radiant damage.

Blessed Resilience: The target gains temporary hit points equal to your spellcasting ability modifier.

Any Transmutation / Cantrip

Last Shot For Me

  • casting time 1 Action
  • range 30 Feet

  • components V / S
  • duration Instantaneous

You conjure a small, temporary object or minor aid to assist in a pinch. Choose one of the following effects:

Conjure Tool: You summon a simple tool or item (weighing no more than 1 pound) that lasts until the end of your next turn.

Distracting Illusion: You create a minor illusion that distracts a target creature, giving the next ally who attacks it advantage on their attack roll.

Minor Aid: You grant an ally within range a +1 bonus to their next ability check or saving throw.

Any Conjuration / Cantrip

Sign From God

  • casting time 1 Action
  • range Self

  • components V / S
  • duration Instantaneous

You open your senses to receive a minor sign from a divine source. You gain a brief insight into a simple question you pose, receiving an omen of weal or woe regarding a course of action in the immediate future (within the next minute). This insight is limited and cannot account for circumstances beyond the caster's immediate perception.

Weal, for good results

Woe, for bad results

Weal and woe, for both good and bad results

Nothing, for results that aren't especially good or bad

Any Divination / Cantrip

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Star Bound

  • casting time 1 Action
  • range 30 Feet

  • components V / S
  • duration 1 Minute

You create a minor illusion of a small cluster of stars or a simple constellation in an unoccupied space within range. The illusion sheds dim light in a 5-foot radius, and you can move it up to 20 feet as a bonus action on your turn. The stars can be used to distract or intrigue creatures, granting you or an ally advantage on the next ability check involving CHA (Performance) or DEX (Stealth) made against a creature within 5 feet of the illusion.

Any Illusion / Cantrip

The Summoning

  • casting time 1 Action
  • range 60 Feet

  • components V / S
  • duration Instantaneous

You evoke a minor elemental force to strike at a creature within range. Choose one of the following damage types: fire, cold, lightning, or thunder.

Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the chosen type.

At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Any Evocation / Cantrip

Eclipse

  • casting time 1 Action
  • range 60 Feet

  • components V / S
  • duration Instantaneous

You hurl a mote of shadow at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and the next attack roll made against this target before the end of your next turn has advantage as shadows cling to it, making it easier to strike.

At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Any Necromancy / Cantrip

The End

  • casting time 1 Action
  • range Touch

  • components V / S / M
  • duration Instantaneous

an hourglass with black sand worth at least 1,000gp

You touch a creature and attempt to end a significant aspect of its vitality. The target must make a CON saving throw. On a failed save, the target's physical abilities wane:

Ability Reduction: The target's STR, DEX, and CON scores each decrease by 4 (to a minimum of 1) for 1 hour.

Exhaustion: The target gains one level of exhaustion.

On a successful save, the target's abilities decrease by 2 instead, and it does not gain exhaustion.

Any Transmutation / 7

Advance

  • casting time 1 Action
  • range Sight

  • components V / S / M
  • duration CON, 1 Hour

an artifact of movement or speed

You manipulate time and space to accelerate the progression of events in a large area. Effects include:

Time Dilation: In a 1 mile radius centered on a point you can see, time moves faster or slower (your choice) for creatures and objects you designate. This can cause crops to grow rapidly, construction to finish in moments, or enemies to become sluggish (granting them disadvantage on attack rolls and ability checks).

Mass Movement: You can move up to 1,000 willing creatures to any location within 100 miles.

Temporal Shield: Spells of 6th level or lower cannot be cast into or out of the affected area.

Any Conjuration / 9

Arise

  • casting time 1 Action
  • range Touch

  • components V / S
  • duration Instantaneous

You touch a willing creature and grant them a brief glimpse of insight. The target gains advantage on the next ability check it makes before the end of its next turn.

Any Divination / Cantrip

Black Flames

  • casting time 1 Action
  • range 30 Feet

  • components V / S / M
  • duration CON, 1 Hour

a bit of soot

You touch a wiling creature or yourself, cloaking them in an aura of black flames that bolster resolve and intimidate foes. Effects include:

Aura of Confidence: The target gains advantage on CHA (Intimidation) checks.

Fearsome Presence: Hostile creatures within 10 feet of the target must make a WIS saving throw or be frightened until they move out of range.

Any Enchantment / 2

Collapse

  • casting time 1 Action
  • range 150 Feet

  • components V / S / M
  • duration CON, 1 Hour

a small model of a building

You create an illusion that makes an entire building or structure appear to be collapsing. Effects include:

Mass Panic: Creatures inside or within 30 feet of the structure must make a WIS saving throw or be frightened and spend their turns moving away from the structure.

Blocked Paths: Illusory debris appears to block exits or paths, potentially funneling creatures in certain directions.

Structural Sounds: Loud cracking and crashing noises can mask other sounds, granting creatures within the area disadvantage on WIS (Perception) checks related to hearing.

Any Illusion / 4

Last Shot For Me (Planetary)

  • casting time 1 Hour
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact of immense power, which the spell consumes

In an act of ultimate desperation, you reshape reality to summon a world-altering force or entity. Effects include:

Global Summoning: You conjure a primordial force, such as a colossal elemental, an ancient dragon, or even a minor deity. This entity acts to fulfill a single task or purpose defined during the casting of the spell.

Reality Warp: The summoned force can alter landscapes, shift climates, or enact other large-scale changes to the planet.

Ultimate Sacrifice: Upon completion of the task, you permanently lose all spellcasting abilities and can no longer cast spells.

Any Conjuration / 10

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Sign From God (Planetary)

  • casting time 1 Hour
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact of immense divine significance, which the spell consumes

You perform a ritual to invoke a world-changing prophecy or miracle. Effects include:

Global Revelation: Every sentient being on the planet receives a vision or message from your deity, conveying a universal truth or command.

Destiny Alteration: You can alter a fundamental aspect of reality (subject to GM approval), such as ending a war, healing a planet-wide blight, or instituting a new natural law.

Ascension: Upon completion, you ascend to a higher plane, becoming an intermediary of your deity or a minor deity yourself.

Any Divination / 10

Star Bound (Planetary)

  • casting time 8 Hours
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact representing the fabric of reality, which the spell consumes

You perform an unparalleled ritual to permanently alter the perception of reality across an entire planet. Effects include:

Planetary Illusion: You create or alter illusions on a global scale, affecting the entire planet.

Global Perception Control: You define how all sentient beings on the planet perceive reality, potentially reshaping societies, cultures, or belief systems.

Reality Anchoring: The illusions become a permanent part of the world's perception unless dispelled by a deity or cosmic entity of equal or greater power. After casting this spell, you transcend mortal existence, becoming a cosmic entity associated with illusion and perception.

Any Illusion / 10

The Summoning (Planetary)

  • casting time 8 Hours
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact representing the heart of the elements, which the spell consumes

You perform an epic ritual to bind the elemental forces of the entire planet to your will. Effects include:

Global Elemental Control: You gain the ability to manipulate weather patterns, tectonic activity, and other elemental forces on a planetary scale.

Elemental Guardian: You summon a colossal elemental titan that acts as a guardian of the planet, protecting it from extraplanar threats and catastrophic events.

Elemental Harmony: Natural disasters cease, and the planet enters a state of elemental balance, benefiting all ecosystems. After casting this spell, you become linked to the planet's elemental balance, becoming an immortal elemental avatar.

Any Evocation / 10

Eclipse (Planetary)

  • casting time 1 Hour
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact of immense dark power, which the spell consumes

You perform a ritual to plunge the entire planet into an eternal eclipse. Effects include:

Eternal Eclipse: The sun is permanently obscured, casting the world into darkness.

Global Necrosis: Life across the planet begins to wither, crops fail and natural ecosystems collapse.

Rise of Shadows: The dead rise as undead under your command, and creatures of darkness gain unparalleled strength.

Ascension to Shadow: Upon completion, you become an immortal entity of darkness, gaining god-like powers associated with necromancy and shadows.

Any Necromancy / 10

Her Divinity (Planetary)

  • casting time 1 Hour
  • range Planetary

  • components V / S / M
  • duration Permanent

an artifact of divine power, which the spell consumes

You perform an epic ritual to imbue an entire planet with divine essence. Effects include:

Global Divinity: All willing creatures on the planet are transformed into enhanced versions of themselves, gaining immortality (cease aging and cannot die from natural causes).

Divine Harmony: The planet becomes a place of peace, where acts of violence are impossible due to a divine aura.

Celestial Realm: The planet is shifted partially into the celestial plane, making it accessible only to those of pure intent.

After casting this spell, you ascend to a higher plane of existence, becoming a divine entity yourself.

Any Transmutation / LVL 10

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