Unique Spells
Stone Strength Magic Cantrip Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous Origin: The Amazons
You throw a rock towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 bludgeoning damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard Origin: The Amazons
Scarlet Shell
1st Level
Blood Magic
Casting Time: 1 Bonus Action
Range: 60 ft
Components: S, V
Duration: Concentration up to 10 minutes
Origin: Unknown
You temporarily alter the blood of a creature of your choice within range to harden in response to damage, granting it a +2 bonus to AC for the Duration.
Classes: Sorcerer, Warlock, Wizard
Darkness Illusion
2nd-level Illusion
Casting Time: 1 action
Range: Self
Components: V, M
Duration: Both 10 minutes
Origin: Unknown
You summon an illusory duplicate of yourself made of magical darkness. This duplicate looks and feels just like you and you can speak through it. On your turn you can telepathically command it to move somewhere and can either make a melee attack or use a cantrip on your turn. It’s AC equals 10 + your spellcasting modifier and its Hit Points equals half yours (rounded down). As a reaction you can swap places with your double and have it take the hit for you. When the duplicate dies magical darkness spreads from where it died and fills a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Classes: Sorcerer, Warlock, Wizard
Stone Toss 2nd-level Strength Spell Casting Time: 1 action Range: 30 ft Components: V, M Duration: Instantaneous Origin: The Amazons
You grab the ground and pick up a piece of the earth and infuse it with magic and throw it at your enemy. Make a spell attack roll to throw the rock at the target. On a hit the target takes 3d6 bludgeoning damage.
Classes: Druid, Paladin, Sorcerer, Warlock
Torrem’s Bravery 3rd-level Runic Spell Casting Time: 1 Action Range: Self Components: V, S Duration: 1 hour Origin: Rune Sculptors
For the duration, you or one willing creature you can see within range has resistance to Void damage, as well as advantage on resisting the effects of void blight. And finally, you gain immunity to being frightened.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Classes: Sorcerer, Warlock, Wizard, Paladin
Torrem’s Strength 3rd Level Runic Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration up to, 1 Minute Origin: Rune Sculptors
You awaken the strength of Torrem within you, when you cast this spell on yourself you gain advantage on Strength checks and Strength saving throws. Additionally, when you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your spell casting modifier.
Classes: Bard, Sorcerer, Warlock, Wizard
Induce Frenzy
3rd Level Blood Magic Casting Time: 1 Action Range: 30 ft Components: S, V Duration: Concentration up to, 1 Minute Origin: Unknown
You manipulate the blood inside a target to induce one of two choices. If the target is unwilling, they must make a Wisdom Saving Throw. On a failure one of two effects happen.
Blood Frenzy - The target has advantage on melee attack rolls against any creature that doesn't have all its hit points. Until the spell ends. Frenzy of the Blood - The blood in the target’s body violently erupts from the body dealing 3d10 necrotic damage. And the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard
Warrior’s Counterspell
3rd Level Strength Magic Casting Time: 1 Reaction Range: 5 ft Components: S, V Duration: Instantaneous Origin: The Amazons
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell you can make a melee attack to punch them in the face and force them to make a concentration check before the spell goes off. Make a spell attack roll to punch them, on a hit you deal 2d8 bludgeoning damage. If they fail the check the spell is wasted.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Classes: Bard, Cleric, Paladin, Sorcerer, Warlock
Savage Roar
3rd Level Strength Magic Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration up to, 1 Minute Origin: The Amazons
You roar an unleash your fury to bolster your strength, the following happen. You gain a +2 to your AC. You gain a +2 to attack rolls and damage rolls. You gain advantage on strength saving throws.
Classes: Druid, Paladin, Sorcerer, Warlock
Rolling Stone
3rd-level Strength Spell Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (A rock) Duration: Instantaneous Origin: The Amazons
You roll a large boulder in a line 100 feet long and 10 feet wide rolls out from you like a bowling ball in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
The flattens and or knocks down objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Classes: Druid, Paladin, Sorcerer, Warlock
Boil Blood
3rd Level Blood Magic Casting Time: 1 Action Range: 60 ft Components: S, V, M (The blood or flesh of your target) Duration: Concentration up to, 1 Minute Origin: Unknown
Choose an external body part on a target, such as an arm or head, that you can see within range. You cause the blood in that body part to boil. The creature takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If the target tries to take any action that required the use of the boiling limb, the creature must succeed on a Constitution saving throw or succumb to the pain and do an action that doesn’t require the use of that limb. If it doesn't succumb to the pain, it has disadvantage on attack rolls and ability checks using the limb until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Classes: Artificer, Bard, Druid, Sorcerer, Warlock
Bloody Brumal
3rd Level School Casting Time Range 3rd Blood Magic 1 action 60 feet Components Duration S, V, M (The blood or flesh of your target) Concentration up to, 1 Minute
Choose an external body part on a target, such as an arm or head, that you can see within range. You cause the blood in that body part to freeze over. The creature takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If the target tries to take any action that required the use of the freezing limb, the creature must succeed on a Constitution saving throw or succumb to the pain and do an action that doesn’t require the use of that limb. If it doesn't succumb to the pain, it has disadvantage on attack rolls and ability checks using the limb until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Classes: Artificer, Bard, Druid, Sorcerer, Warlock
Halt
Level School Casting Time Range 4th Abjuration 1 reaction 60 feet Components Duration S Instantanious Concentration 1 minute
You attempt to capture a creature's spell by halting it right before it takes effect. If the creature is casting a spell of 3rd level or lower, the casting of the spell is halted where the spell would have taken effect. Once you halt the spell, you can use your bonus action to move the spell anywhere within 60 ft of where your turn began and allow the spell's casting to continue. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell is halted in a similar fashion to a 3rd level or lower spell. If you end your turn without reactivating the spell, the spell's casting will continue at the beginning of the original caster’s turn. Finally, when you reactivate the spell it accounts for the caster’s stats and if the caster is in range of the spell they are affected by it as well.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell is halted if its level is less than or equal to the level of the spell slot you used.
Classes: Bard, Sorcerer, Wizard
Bloodletting
Level School Casting Time Range 4th Blood Magic 1 action 30 feet Components Duration S, V, M (An open wound on a target) Concentration up to 10 minutes
You force a creature to bleed continuously and painfully. You force a target to make a constitution saving throw on a failure, the target takes 1d8 necrotic damage. On each turn that passes the target takes damage again. When the target’s turn starts they can make another Con Save, on a success they stop bleeding, on a failure they continue bleeding.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Classes: Cleric, Warlock, Wizard
Stone Shower
5th-level Strength Spell
Casting Time: 1 action
Range: 60 ft
Components: V, M
Duration: Instantaneous
You pick up a rock off the ground and toss it in the air causing an avalanche of stones to come crashing down in an area you select. In an area within range you can cause stones to fall down in a 30 ft radius. All creatures in range must make a Dexterity saving throw, on a fail the target takes 6d6 bludgeoning damage and are knocked prone. And took half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Classes: Druid, Paladin, Sorcerer, Warlock
Starcaller Smite
Level School Casting Time Range 5th Runic 1 bonus action Self Components Duration V Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon blasts out a force that intensifies gravity, and the attack deals an extra 5d10 force damage to the target. Additionally, all creatures within 10 ft of the target must succeed on a Strength saving throw or be forcefully knocked prone and cannot get up until the spell ends.
A creature knocked by this spell must make another Strength saving throw at the beginning of each of its turns. On a successful save, it is no longer prone.
Classes: Paladin Origins: The Rune Sculpters
Painful Polymorph
Level School Casting Time Range 7th
1 action
60 feet
Components
Duration
V, S (A slab of bloody skin peeled from a still living humanoid)
Concentration, Up to 1 hour/ Until Dispelled
This spell slowly and painfully transforms a creature that you can see within range into a new form one body part at a time. The target creature must make a Wisdom saving throw to avoid the effect. On a failure, you select a part of the target’s body to start the transformation and the target takes 3d6 damage every turn. The target can make another Wisdom saving throw at the end of its next turn to try and stop the effects of the spell. The spell has no effect on a creature with 0 hit points.
The speed of the transformation depends on the target’s Constitution. The target’s Constitution modifier dictates how many minutes it takes to change an individual body part.
The incomplete transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, alternatively it can be another playable race. It retains its alignment and personality. However, as the body parts change you can control what they turn into for example as you can turn a human foot into a backwards dragonborn hand. If a transformation is put into a position that would result in bones twisting or breaking the body will do so during the change.
If all intended parts of the body have been transformed before the spell ends and/or before the target drops to 0 hit points or dies, the transformation becomes permanent until it is dispelled. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new parts, and the target may no longer be able to speak, cast spells, or take any other action that requires hands or speech.
The target’s gear will also painfully meld into the new form as well. Any removeable equipment on the body part during the transformation will add an extra d6 for each piece of equipment. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment that has been melded into it.
Classes: Wizard
Death Sentence
Level School Casting Time Range 9th Blood Magic 1 Hour Varies Components Duration V, S, M (The Blood or Flesh of the target) 30 days
You attempt to inflict a deathly curse on a creature to kill it. Once you complete the ritual the creature must make a constitution saving throw. If the creature fails they take 8d10 necrotic damage and their maximum hit points are reduced by half the amount of damage taken. The creature will have to repeat the saving throw at the beginning of each dawn. Each subsequent failure will result in the creature taking another 8d10 necrotic damage and having their hit point maximum reduced by half the damage taken. If the creature takes enough damage to get to 0 hit points or their health is reduced below zero the target dies and the caster is aware of their death and location. And a creature killed this way cannot be resureced. After the target’s death the material components that were used also turn to ash and become useless.
On a successful saving throw the target creature takes 8d10 necrotic damage, and is now aware that someone attempted to curse them. The material components that were used also turn to ash and become useless.
You can end the spell early by using an action to dismiss it. A greater restoration, or wish spell also ends it. If a spell was used to dispel the curse the material components that were used turn to ash and become useless, and you are made aware of the curse being dispelled.
Classes: Warlock, Wizard