Spells of Farland

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

BARD SPELLS



1ST-LEVEL

Lag Behind

3RD-LEVEL

Encumber Gear


PALADIN SPELLS



1ST-LEVEL

Concussive Strike


RANGER SPELLS



1ST-LEVEL

Concussive Strike


SORCERER SPELLS



1ST-LEVEL

Bind Weapon
Concussive Strike
Lag Behind

3RD-LEVEL

Encumber Gear

4TH-LEVEL

Carpet of Flame


WARLOCK SPELLS



2ND-LEVEL

Shadow Whip


WIZARD SPELLS



1ST-LEVEL

Bind Weapon
Lag Behind

2ND-LEVEL

Concussive Strike
Shadow Whip

3RD-LEVEL

Encumber Gear
Telekinetic Explosion

4TH-LEVEL

Aegis of Night and Day
Carpet of Flame



SPELLS

Aegis of Night and Day

4th-level abjuration
Casting Time: 1 action
Range: self
Components: V, S, M (a bit of chalk and charcoal)
Duration: 10 minutes

If it is dawn or daytime when you cast this spell, your body is surrounded by a faintly shimmering golden aura. The golden aura grants you resistance to radiant damage. Whenever a creature within 5 feet of you hits you with a melee attack, the golden aura flashes. The attacker takes 2d10 radiant damage.

If it is dusk or night time when you cast this spell, your body is surrounded by a faintly swirling purple aura. The purple aura grants you resistance to necrotic damage. Whenever a creature within 5 feet of you hits you with a melee attack, the purple aura pulses. The attacker takes 2d10 necrotic damage.


Bind Weapon

1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small magnet)
Duration: Concentration up to 1 minute

You wave your hands, pointing to an opponent's weapon, and alter gravity in relation to that weapon, making it extremely heavy. The wielder of the weapon must make a strength saving throw; if the weapon is magical or of large or greater size, the wielder saves with advantage. Creatures that fail the saving throw drop their weapon, and it becomes pinned to the ground. As an action, a creature can attempt to recover a pinned weapon by succeeding on a strength saving throw, whereupon the spell stops affecting that weapon. This spell does affect improvised weapons but does not affect non-weapons, shields, natural weapons (such as claws or tail spikes), or artifacts.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you may target an additional weapon for each slot level above 1st.


Carpet of Flame

4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small piece of coal)
Duration: Concentration, up to 1 minute

You create a carpet of fire that covers up to 50 square feet of the ground (in 5-foot squares that are adjacent to each other, if you choose to immolate more than 1 square) and which burns to a height of 16 inches. As an action you may choose to extinguish up to 15 square feet of the carpet of fire (in 5-foot squares) and may immolate the same number of 5 ft. squares adjacent to each other; if you didn't use all 50 square feet initially, you may immolate 5-foot squares without extinguishing squares, as long as the total area that is burning does not exceed 50 square feet. At least one 5-foot square of the newly immolated area must be adjacent to the previously burning area. If at the beginning of its turn a creature stands in the flame or if a creature enters the flames, it must make a Dexterity saving throw. On a failed saving throw, the creature takes 3d8 fire damage, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, you may choose either to increase the damage by 1d8 for each slot level above 4th or to add an additional 5-foot square area to the carpet of flame for each slot level about 4th.


Concussive Strike

1st-level evocation
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a melee weapon. Until the spell ends, the first time the weapon successfully hits in a round, it deals an additional 1d8 force damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by an addition 1d8 per level.


Encumber Gear

3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of lead)
Duration: Concentration up to 1 minute

You enchant the mind of your victim, making his possessions seem very burdensome. The target must succeed on a Wisdom saving throw or believe that his gear (including armor, clothing and items but excluding weapons and ammunition) is suddenly extremely heavy. He begins behaving as if he is heavily encumbered: his speed drops by 20 feet and he has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each slot level above 3rd.


Lag Behind

1st-level enchantment
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small copper disk)
Duration: Instantaneous

This spell magically confuses the target, making it hesitate. The target of this spell must succeed on a Wisdom saving throw or immediately be ranked last in the initiative order, acting last in the round.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional 2 creatures for each slot level above 1st.


Shadow Whip

2nd-level conjuration
Casting Time: 1 action
Range: self
Components: V, S, M (a black string)
Duration: Concentration up to 10 minutes

You evoke a shadowy whip in your free hand. The whip is 10-feet long, has the reach property, and lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action.

You can use your action to make a melee spell attack with the shadowy whip. On a hit, the target takes 1d10 necrotic damage, and it must make a Dexterity saving throw or be restrained until it breaks free. A creature restrained by the shadowy whip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. A creature restrained by the whip at the end of its turn takes 1d10 necrotic damage. If you have a creature restrained by the whip, you cannot use it to make a melee spell attack, and you cannot cast spells that have somatic or material components.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 2nd.


Telekinetic Explosion

3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of wax)
Duration: Instantaneous

You gesture at a point you choose within range and provoke an explosive telekinetic wave of force. Each creature in a 20-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage, is pushed 10 feet away from the point of origin of the spell, and is knocked prone. On a successful save, a creature takes half as much damage, and is not pushed or knocked prone.
    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.