D&D Next Spells

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New Spells by Class

Cleric Spells

First Level

  • Invigorate

Second Level

  • Glyph of Revealing

Mage Spells

First Level

  • Catapult
  • Detect Life
  • Scatterspray
  • Snilloc's Snowball

Second Level

  • Mind Mantle
  • Poisonstar

First Level Spells

Catapult

1st-level transmutation
Casting Time: 1 action
Range: 150 ft
Duration: Instantaneous
By means of this spell, the caster may cause any single item weighing 3 lbs. or less to move in a straight line in the direction pointed by the mage. The item will head off in that direction until it reaches the limit of the spell and then fall to the ground. The item must be loose or freestanding or not held by someone, and light enough to move (otherwise the item will quiver in place and the spell will be wasted).
This spell can be used offensively to hurl an item into an enemy. The item hits the individual with the spellcasting Ability used by the caster (including bonus damage), gaining a proficiency bonus to the attack roll if cast with a focus with which the caster is proficient. The damage caused depends on the item, but use the following guidelines:

  • Weapon: As weapon +1
  • Small item: 1d3 damage (bludgeoning or piercing)
  • Large item (2-3 lbs.): 1d3+1 damage (bludgeoning or piercing)

Detect Life

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you detect the presence of intelligent, living creatures within 30 feet of you, and such creatures cannot become hidden from you. You can tell if each creature is aware, but not exactly what the life is. It also does not give exact numbers - merely an indication of life and sentience in a general direction relative to the caster.

Invigorate

1st-level evocation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch the target of the spell, refreshing it and undoing the effects of weariness. The creature's Exhaustion Level drops by one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it reduces Exhaustion Level by another step for each level above 1st.

Scatterspray

1st-level transmutation
Casting Time: 1 action
Range: 60 ft
Duration: 1 round
Choose a point within range that has a number of small, unsecured objects - rocks, marbles, dinnerware, caltrops and the like. There is a sudden flash from the center of those objects, which go flying in all directions, literally rebounding back into the field when they hit the edge of the spell's effect, filling it with flying projectiles. Each creature (other than the caster himself) in a 10-foot-radius cloud centered on that spot must make a Dexterity saving throw or take 1d4 bludgeoning damage. Spellcasters caught in the area must make a Constitution save for suffering from severe distractions. The caster may also choose non-injurous articles, such as fruit, eggs or rag dolls, which fly around as normal, but inflict no damage.
Material Component: The material components of the spell are the items themselves and a flint and steel or tinderbox.

Snilloc's Snowball

1st-level evocation
Casting Time: 1 action
Range: 120 ft
Duration: Instantaneous
You create a mystical snowball in your hand, which is thrown immediately. It strikes automatically (as a magic missile - the snowball is considered a magic missle with regards to its interaction with effects or spells that affect them), inflicting 1d3 cold damage, or 1d6 damage against fiery creatures. Snilloc’s snowball is considered by most mages to be a lesser form of magic missile, though it has the advantage in range at higher levels (as opposed to multiple strikes) and can be directed against an object as well as a creature. It is also more effective against firey creatures.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, its range is increased by 20 ft for every level above the first.

Second Level Spells

Glyph of Revealing

2nd-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You write a glyph upon any surface that will retain the ink necessary to cast the spell, even for just a few seconds. When it is complete, the glyph glows for a moment and then sends out a wave of white light 120' in every direction and then vanishes. When the wave of light touches anything magical, it begins to glow with a white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions or magical writing of any kind is immediately revealed. This allows them to be read without triggering their effects.
Material Components: An ink made of the juiced of crushed eyebright, white chalk and crushed quartz.

Mind Mantle

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You create a cloaking web of random mental impulses that screens the mind of the one protected by the spell. All mind-reading and influencing spells of 4th level or less are useless against the one thus protected, as are magic items or other powers that mimic those effects. The caster may end it by silent act of will.
Higher Levels: For every level above 2nd this spell is cast at, it lasts one additional hour.

Poisonstar

2nd-level evocation
Casting Time: 1 action
Range: Self
Duration: Up to 1 minute
This spell creates six vivid purple winking stars around one of your hands. At any time within the duration, you may cause a number of these stars to race after a target of your choice, deploying either a number equal to your Intelligence bonus as a standard action, or a single star as a free action. Targets may make a Dexterity saving throw to resist being struck; success on this save causes the star to also wink out of existence. This save is at disadvantage if the target is attacked with a number of stars equal to or greater than the target's Dexterity bonus.
A living creature struck by one of these stars takes 1 point of poison damage, or 2 points if the creature is undead. Living creatures must also make a Constitution save or become Intoxicated for one minute (though at the end of each of their rounds, they may attempt to throw off the remaining effects with another Constitution save).
Higher Levels: For every level above 2nd this spell is cast at, it creates three additional stars. Increasing numbers of these stars limn the caster's arm and course up around the head like a vivid purple halo.