Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Name

  • casting timeCast Time
  • rangeRange

  • componentsComponents
  • durationDuration

Description

Other Type

Alphinius’ Gooey Finger

  • casting time1 action
  • range60 ft

  • componentsV, S, M (vial of sampled ooze)
  • duration1 round

You summon a swirling torrent of acidic slime that appears in a 60-foot cone at a point you choose that is within range. All creatures within the area of effect must make a Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much on a successful one. All within the area of effect who did not succeed their saving throws are also knocked prone. Any creature killed by this spell rapidly dissolves, leaving behind a freshly scoured skeleton.

Other Transmutation

Armor of the Veil

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a small circle of mitrium inscribed with an elemental rune)
  • duration1 hour

You envelop your unarmored form in protective elemental energy. If you are not wearing armor, your base AC becomes 12 plus your Dexterity modifier. Additionally, when you cast the spell, you must choose one of the following damage types: cold, fire, lightning, or acid. If a creature within 5 feet of you hits you with a melee attack, that creature takes 1d4 points of damage of the chosen damage type. The spell ends if you don armor or if you dismiss the spell as an action.

Other Abjuration

Arrow of Seeing

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a peacock feather and an arrow, crossbow bolt, or sling bullet
  • durationConcentration, up to 1 minute

You enchant a piece of ammunition such as an ar row, bolt or sling bullet with a magical link to your mind’s eye. The ammunition is magically etched with the image of an open eye. For the duration of the spell, you can see as if through an invisible spherical sensor that encompasses the ammunition, providing a 360-degree possible field of view. During this time, your body is blinded. The spell ends if you and the ammunition are on different planes of existence

Other Divination

Barscald’s Comfort

  • casting time1 action
  • rangeTouch

  • componentsV, M (a drop of water and a speck of sulfur on asmall tuft of wood which is consumed by the spell)
  • duration1 hour

One willing creature you touch is magically kept dry from light rain and they feel comfortable in temperatures ranging from 30° F to 120° F, and temperatures outside of this range are felt normally by the creature. The spell does not pro tect against cold or fire damage.

Other Transmutation

Beast Bolt

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

Pointing your finger at a target you can see, a bolt of green energy manifests into a spirit animal that assaults a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 slashing damage and be knocked prone.

Other Conjuration

Beast Claws

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

With a flick of your wrists, your nails transform into wickedly sharp claws. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 magical slashing damage. After the attack, your nails return to normal.

Other Transmutation

Befoul Food and Drink [R]

  • casting time1 action
  • range10 ft

  • componentsV, S
  • durationInstantaneous

You cause non-magical food and drink in a 5-foot sphere centered on a point you can see in range to become spoiled, rancid, and unpleasant. If a creature uses its action to examine the food or drink, the creature can determine that it is befouled with a successful Wisdom (Survival) check against your spell save DC. Creatures who consume spoiled items must succeed on a Constitution saving throw or become poisoned for 1 hour. Casting a higher level purifying spell reverses the befoulment (such as pcast Purify Food and Drink).

Other Transmutation

Burst Pods [R]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M (a painted seed)
  • duration8 hours

You cast your spell upon a seed before throwing it to the ground. It rapidly grows into a Small sized plant, producing 1d4+1 fruits, called burst pods, filled with Zyanthuusic energy. The fruit is roughly dart-shaped and weighs approximately ¼ of a pound. Once the fruit is produced, the plant instantly withers and dies. When casting the spell you choose the type of burst pod you wish to create: fire, ice, poison, or thunder. As an action, a creature can throw the burst pod up to 30 feet at a target, caus ing the pod to burst on impact. Make a ranged weapon attack against the target. Creatures with a dart weapon proficiency can add their proficiency bonus to attack rolls made with the burst pod. The effect is determined by the burst pod used. Unused burst pods lose their features and disintegrate after 16 hours.

Other Transmutation

Level Level
Cantrip Cantrip
1st 1st
1st 1st
Cantrip Cantrip
Cantrip Cantrip
Cantrip Cantrip
1st 1st
1st 1st

Cocoon

  • casting time1 action
  • range30 ft

  • componentsV, S, M (an insect cocoon)
  • durationConcentration, up to 1 minute

You summon a silk webbed casing to encapsulate a creature that you can see within range. The target must suc ceed on a Dexterity saving throw or become restrained by the cocoon for the duration of the spell. A Large or larger creature has advantage on this saving throw. The cocoon affects ethereal creatures which you can target if you have a way to see into the ethereal plane. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained and the spell ends. The cocoon is flammable. If exposed to fire, the cocoon burns away, dealing 1d6 fire damage to the restrained creature.

Other Conjuration

Confound Languages

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

This spell assaults and twists the speech of a crea ture you touch. The creature must make a Wisdom saving throw. On a success the creature is unaffected. On a fail the creature cannot speak nor write in the languages they understand. While the creature knows what they are trying to communicate, others around them will not understand them and their speech sounds like gibberish. This spell does not hinder the creature's ability to cast spells. Note: This is a great roleplaying spell for any table and GM. Languages can be changed at the GM’s discretion. For example instead of the affected creature speaking/writing gibberish they could speak Abyssal or Fay’aree languages.

Other Enchantment

Condruse's Mad Musing

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

When you cast this spell, you cause a lance of jar ring mental energy to strike one creature you can see within range. The target must succeed on a Wisdom saving throw or it takes 1d6 psychic damage and hears mad ramblings in its mind, causing disadvantage on Wisdom (Perception) skill checks until the end of their next turn.

Other Enchantment

Dim The Light

  • casting time1 action
  • range30 ft

  • componentsV, S, M (a piece of sheer black cloth)
  • durationInstantaneous

You extend your finger toward a light source you can see within range that does not occupy more than a 5-foot square area. All non-magical light sources such as candles, hearths, torches, and bioluminescent mosses, insects, and mushrooms become extinguished. If the source of the light has an internal method of illumination, they begin to glow again in 1 hour.

Other Transmutation

Dri’Vreth’s Flashing Hands

  • casting time1 action
  • range60 ft

  • componentsV, S, M (pinch of crushed crystals)
  • durationInstantaneous

You invoke bursts of flashing white lights in front of a target creature within range. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn. Creatures with darkvision have disadvantage on the saving throw. Creatures who can’t see ignore this spell.

Other Evocation

Energize Flowstone Core

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

This spell enables a spellcaster to add charges to a fusil or Flowstone core. The charges gained are 1d4+1. Note that the spell cannot provide charges that exceed the core’s maximum charge level and that the spell can only be cast upon a core once per long rest. If it is cast a second time, the core will explode do ing 1d4+3 force damage per level of the core to all within 30 feet.

Other Evocation

Etch

  • casting time1 action
  • rangeTouch

  • componentsV, M, M (silver needle)
  • durationInstantaneous

You burn a simple design into any solid non-magi cal object you can touch, such as a chest, bag, or lock. The design can be no bigger than 1 square foot and consist of either a faint etching or discoloration. The mark does not harm the target or limit its function in any way.

Other Transmutation

Ever-Present Hat

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a piece of fabric)
  • duration1 hour

Certain discriminating spellcasters wouldn’t dare be seen without a hat. When you cast this spell, the image of a hat appears on your head with the design of your choice and lasts for the duration. While hatted, you gain a +1d4 bonus to Charisma-based skill checks. A bonus action can change the hat’s appearance. The hat is illusionary and a successful Intel ligence (Investigation) check against your spell save DC will identify it as such.

Other Illusion

Evrodonn’s Retaliatory Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a small piece of granite)
  • durationInstantaneous

You invoke a warhammer of divine energy which circles around you. The next time a creature within 90 feet of you deals damage to you before the end of your next turn within 1 minute, the weapon gleams and flies toward that creature. Make a ranged spell attack. On a hit the attack deals 2d8+2 radiant damage to the target and the warhammer dissipates.

Other Evocation

1st 1st
1st 1st
Cantrip Cantrip
Cantrip Cantrip
Cantrip Cantrip
1st 1st
Cantrip Cantrip
Cantrip Cantrip
1st 1st

Flowblade

  • casting time1 bonus action
  • range60 ft

  • componentsV, S
  • durationConcentration, up to 1 minute

You create the form of a magical floating dagger made of crackling Zyanthuusic energy within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the Flowblade. On a hit, the target takes lightning dam age equal to 1d6 + your spellcasting ability modifier.

Other Evocation

Force Dart

  • casting time1 action
  • range30 ft

  • componentsV, S, M (a pin or needle)
  • durationInstantaneous

A slender dart of pure energy streaks toward a crea ture within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. In addition, the creature struck is pushed 5 feet away from you.

Other Evocation

Geva’arlijkeding’s Fear Seeker

  • casting time1 bonus action
  • range30 ft

  • componentsV, S, M (drop of urine)
  • durationInstantaneous

You can use a bonus action to force one creature within 30 feet to make a Wisdom saving throw. If the target fails the saving throw you gain insight into the creature’s deepest fears. The target has disadvantage on saving throws against spells that inflict the frightened condition for the next 24 hours, and the next time they suffer the frightened condition within that 24 hours, they are dealt 2d6 psychic damage. On a success, the target is immune to this spell for 24 hours, and you gain no insight into the creature’s fears. You can only have insight into one creature’s fears at a time. Casting this spell again erases from your mind any insights you may have gained from previous castings of this spell.

Other Divination

Glittering Stardust

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

You fling out your hand releasing a spray of glitter ing stardust from your fingertips that bursts into bright light. Each creature in a 15-foot cone must make a Constitution saving throw or take 2d8 radiant damage and be blinded until the end of their next turn. On a successful save, a creature takes half as much damage and is not blinded.

Other Evocation

Healing Hum

  • casting time1 action
  • range15 ft

  • componentsV, S, M (a cat's whisker)
  • durationConcentration, up to 1 minute

You emit a gentle humming sound to heal nearby creatures. A creature of your choice within range who can hear you regains hit points equal to 1 + half your spellcasting modifi er (rounded up) each round for the duration. You can use a bonus action to change which creature is affected each round. The spell ends after 1 minute or if the target can no longer hear you.

Other Evocation

Hepatic Lance

  • casting time1 action
  • range60 ft

  • componentsV, S, M (gall bladder of a small animal)
  • durationInstantaneous

You summon a shimmering lance of poison that streaks towards a target within range. The target must succeed on a Constitution saving throw or take 1d6 points of poison dam age and be poisoned until the end of their next turn.

Other Conjuration

N’Fernea’s Fist

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

This spell can only be used while one hand is free. Flames burst from your fist to burn foes with your touch. Make an unarmed melee attack against one creature within 5 feet of you. On a hit, the creature suffers the attack's normal effects and also takes 2d8 fire damage and must succeed on a Strength saving throw or be knocked prone.

Other Evocation

Pantsing

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

With a flourished gesture, you point at a clothed creature you see within range. The creature must succeed on a Charisma saving throw or have its clothes loosen and shift distractingly, causing it to suffer one of the following effects determined by a d4 roll:

Other Transmutation

2, south

  • casting time 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move
  • range

Other 3, east

1st 1st
Cantrip Cantrip
1st 1st
1st 1st
1st 1st
Cantrip Cantrip
1st 1st
Cantrip Cantrip
3 Move five feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north 3 Move five feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north

Pleochroic Bullets

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a collection of up to 15 stones or sling bullets and imbue them with random magic. The next time one of the stones/bullets is used as ammunition to make a ranged weapon attack, it streaks towards its target sheathed in a kaleidoscope of colorful energy. If the attack hits, the tar get takes the normal damage plus an additional 1d4 damage of random type determined by a d6 roll:

Other Transmutation

Protection from Disease

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (paste made from acorn, holly berry, mistletoe, or rowan leaf)
  • duration1 hour

With the advent of the corrupted Netherflow, the Woe of Ruin, and the toxic effects of uncut Flowstones, the var ious nature deities saw fit to provide their servants with protection against these dangers. You trace your deity’s symbol upon one willing creature. For the duration, the creature has advantage on saving throws to resist diseases and disease effects.

Other Abjuration

Prysmatic Lightshow

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

A wave of multi-hued light expands rapidly from your outstretched hands, scouring and disorienting any creature in its path. Each creature in a 15-foot cone must make a Dexterity saving throw. Affected creatures take 2d6 radiant damage and are blinded until the start of your next turn on a failed save, or take half as much damage and are not blinded on a successful one.

Other Evocation

Radean’s Bright Beam

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

A bright sparkling beam bursts from your hand towards a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 1d4 radiant damage and have disadvantage on Wisdom (Perception) skill checks until the start of your next turn.

Other Evocation

Radiant Flames

  • casting time1 action
  • range10 ft radius sphere, 60 ft

  • componentsV, S
  • durationInstantaneous

A tiny speck of radiant light streaks out from your hand before expanding into a blazing sphere. You choose a point within range

Other Evocation

Recoil In Fear

  • casting time1 action
  • range10 ft

  • componentsV
  • durationInstantaneous

You utter the vilest words and your appearance becomes momentarily horrific. One creature within range who can see you must succeed on a Wisdom saving throw. On a fail the creature must move up to 10 feet away from you if able.

Other Illusion

Repair

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a small piece of mitrium)
  • durationInstantaneous

This spell mends not just a single broken piece of an item, but conceivably the entirety of a broken object, de pending upon how much damage needs to be repaired. It will repair hit points equal to 1d8 plus your spellcasting ability mod ifier on mundane material items, including the materials that constructs, technic machinations, and Inzandra'az are made from. It has no effect on magical materials, living creatures or non-construct unliving beings such as undead.

Other Transmutation

Restore Undead

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a pinch of grave dust)
  • durationInstantaneous

This spell will restore vitality to undead creatures. An undead creature you touch regains a number of hit points equal to 1d8 plus your spellcasting ability modifier. Note that this spell has no effect on living beings of any type nor any type of constructed creature or automaton.

Other Necromancy

Rolf’s Hairball

  • casting time1 action
  • range30 ft

  • componentsV, S, M (a pinch of cat fur)
  • duration1 minute

You blow a pinch of cat fur at a target you can see in range. The target must succeed on a Constitution saving throw or have animal fur become lodged in their throat until the start of your next turn. During this time, the target falls prone and can not speak as they hack and cough.

Other Conjuration

1st 1st
1st 1st
1st 1st
Cantrip Cantrip
1st 1st
Cantrip Cantrip
1st 1st
1st 1st
1st 1st

Rycroft’s Regal Raiments

  • casting time1 action
  • range30 ft

  • componentsV, S, M (a needle and a bit of thread)
  • duration4 hours

This spell creates sets of illusory clothing for a number of creatures up to your spellcasting attribute (minimum of one). The perceived value of the clothing may be up to your level times 100 Golds. The illusory clothing appears to replace clothing the target creatures are already wearing, but not armor.

Other Illusion

Sanguine Slime

  • casting time1 action
  • range30 ft

  • componentsV, S
  • durationConcentration, up to 1 minute

You extend your finger toward a creature you can see in range, projecting a drop of slime as it flies towards the tar get. The target must make a Dexterity saving throw. On a failed save the target takes 1d6 acid damage as the slime adheres to it. On a success the target takes half as much damage, and the slime then falls to the ground and disintegrates, with no further effect. While the slime adheres to the target, the target takes 1d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, removing the slime on a success. As an alternative, the creature can skip the saving throw and spend an action to remove the slime (they cannot save and then choose the action). Once removed, or when the spell ends, the slime devolves into a harmless muck.

Other Conjuration

Scent Blocker

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a bit of mud and a piece of soap)
  • durationConcentration, up to 1 hour

You pull on Zyanthuusic Flows to mask one creature’s scent and body heat. For the duration, the creature has advantage on Dexterity (Stealth) checks and can’t be tracked by sense of smell. Additionally, creatures relying exclusively on darkvision to visually perceive the target have disadvantage on Wisdom (Perception) checks made to do so.

Other Illusion

Shelter from the Elements

  • casting time1 reaction, which you take when you are hit by an attack that deals acid, cold, fire, lightning, or thunder damage.
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You make a connection to the Elemanuus to channel away a portion of an elemental energy attack. Until the start of your next turn, subtract 5 damage from every attack of the triggering damage type including the attack that triggered the spell. If the triggering damage includes more than one elemental damage type, choose which damage type you have protection against - acid, cold, fire, lighting, or thunder damage.

Other Abjuration

Silwasp’s Sting

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M (a silwasp stinger)
  • durationConcentration, up to 1 minute

You magically infuse the pain of a Silwasp* into your attack. The next time you hit a creature with a ranged weapon attack before the spell ends, this spell forces the target of the attack to make a Constitution saving throw. On a failed save the creature takes an additional 1d6 poison damage and is poisoned until the spell ends. On a success the target takes half damage and is not poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.

Other Transmutation

Skin Of Green

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a fresh green leaf)
  • duration8 hours

You touch a willing creature whose skin and hair become infused with plant matter, turning them variegated shades of green. This coloration grants advantage to Dexterity (Stealth) checks in areas with green vegetation, and eliminates the need for food for 24 hours. A creature that is also under the effects of a Barkskin spell must make a DC 10 Wisdom saving throw at the start of each of their turns

Other Transmutation

Snow Running

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a rabbit's foot)
  • durationConcentration, up to 4 hours

This spell grants the ability to easily run across any snow covered ground as if it were a firm road. For the duration of the spell, the target ignores any difficult terrain caused by snow, their speed increases by 10 feet and they do not leave any discernible tracks in the snow.

Other Transmutation

Spider Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, a burst of sticky webbing appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the webbing falls off and evaporates. While restrained, the target takes 1d6 poison damage at the start of each of its turns. The restrained creature or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Other Conjuration

Stoneblast

  • casting time1 action
  • rangeSelf (20-foot cone)

  • componentsV, S
  • durationInstantaneous

Throwing your palm forward, you summon an eruption of small stones to pummel your foes. Each creature within a 20-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 3d4 bludgeoning damage and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. The affected area is covered in rocks and is considered difficult terrain until the end of your next turn when the stones disappear.

Other Conjuration

1st 1st
1st 1st
1st 1st
1st 1st
1st 1st
1st 1st
1st 1st
1st 1st
1st 1st

Stutter Step

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

You briefly alter the space beneath a creature’s feet. Target one creature touching the ground within range. The target must succeed on a Dexterity saving throw or they stumble five feet in a direction of your choice and have disadvantage on the next attack made before the end of their next turn.

Other Transmutation

Ten Minute Masquerade

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration10 minutes

You touch one humanoid and alter its facial appearance. If the target is unwilling, it can make a Charisma saving throw. On a success, the spell has no effect. For the duration of the spell, or until you use an action to end the spell, the creature’s facial features are altered to look like a different individual. You have no control over the target’s appearance. The random changes include skin coloring and markings, bone structure, and more. The target’s body, size, weight, hair, and clothing remain unaffected.

Other Illusion

Tintinnabulation

  • casting time1 action
  • rangeSelf (20-foot cone)

  • componentsV, S, M (a small bell)
  • durationConcentration, up to 1 minute

You strike a small bell, producing a high pitched tone that ebbs and swells. Each creature in a 20-foot cone must make a Constitution saving throw. Affected creatures take 2d4 thunder damage and are affected by “tintinnabulation” on a failed save, or half as much damage and are not affected by tintinnabulation on a success. While affected by tintinnabulation, a creature is deafened and has disadvantage on all Dexterity based attacks, ability checks, and saving throws. An affected creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Other Evocation

Vixen’s Darting Distraction

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

You create a spark glowing with the blue light of the moon, Vixen, sending it flying toward a creature within range that you can see. Make a ranged spell attack against the target. On a hit, the spark circles the target causing it to suffer 1d4 radiant damage and it has disadvantage on the next attack roll it makes before the end of its next turn.

Other Evocation

Zol’dothryn’s Fearful Projection

  • casting time1 action
  • range120 ft

  • componentsV, S
  • durationInstantaneous

You draw upon the arcane magicks around you to forcefully scry into the mind of a living target with at least 3 Intelligence. The target must succeed a Wisdom saving throw or take 1d10 psychic damage as a projection of fear is conjured into the mind of the target. This could be the reliving of a terrifying memory, an image of a horrid monster, or a heinous crime unfolding before the target.

Other Enchantment

Zythic Darts

  • casting time1 action
  • range120 ft

  • componentsV, S
  • durationInstantaneous

Upon casting, 1d3+2 scintillating motes of raw Zyanthuusic energy fly from your fingers to deal 1d6 damage each to a single or multiple targets of your choice within range. The damage can be lightning or force, at the choice of the caster.

Other Evocation

Zythic Flowjectiles

  • casting time1 action
  • range120 ft

  • componentsV, S, M (gemstone dust worth at least 10 Golds, see description)
  • durationInstantaneous

In the casting, you create three Flowjectiles of a single type, and each Flowjectile hits a target of your choice. All Flowjectiles strike simultaneously and can be directed at a single target or split between various targets in range. The Zythic Flowjectiles varying forms do differing types of damage depending on the type conjured. You choose the type of Flowjectile you wish to use at the time you cast the spell.

Other Evocation

note the target makes a single save, regardless of the number of Flowjectiles that strike them at one time. (Torbernite)

Other

note the target makes a single save, regardless of the number of Flowjectiles that strike them at one time. (Peridot)

Other

Cantrip Cantrip
1st 1st
1st 1st
Cantrip Cantrip
Cantrip Cantrip
1st 1st
1st 1st
• Poison Flowjectiles: Small, yellow-green shards with trail ing yellow tails that do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 poison damage per Flowjectile on a failed save • Poison Flowjectiles: Small, yellow-green shards with trail ing yellow tails that do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 poison damage per Flowjectile on a failed save
• Gooey Flowjectiles: Small, hot blobs of acidic goo trailing acrid, greenish steam behind them that do 1d4 force dam age per Flowjectile. In addition, the target must make a Dexterity saving throw, taking an additional 1d4 acid damage per Flowjectile on a failed save • Gooey Flowjectiles: Small, hot blobs of acidic goo trailing acrid, greenish steam behind them that do 1d4 force dam age per Flowjectile. In addition, the target must make a Dexterity saving throw, taking an additional 1d4 acid damage per Flowjectile on a failed save

note the tar get makes a single save, regardless of the number of Flow jectiles that strike them at one time. These Flowjectiles have no effect on constructs or undead creatures. If you target a plant creature or a magical plant, the Constitution save is made with disadvantage, and the Flowjectiles deal maximum damage. If you target a normal plant, such as a tree or bush, it makes no save and simply withers and dies immediately. (Onyx)

Other

• Necrotic Flowjectiles: Small, dripping, skull-shaped orbs that trail greenish-gray fog behind them and do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 necrotic damage per Flowjectile on a failed save • Necrotic Flowjectiles: Small, dripping, skull-shaped orbs that trail greenish-gray fog behind them and do 1d4 force damage per Flowjectile. In addition, the target must make a Constitution saving throw, taking an additional 1d4 necrotic damage per Flowjectile on a failed save