1st-level Necromancy Casting Time: Action Range: Self Components:V,S,M (A chunk of zombie flesh) Duration: Concentration up to 1 minute. Classes:Cleric, Warlock, Wizard
Description:You toss the bit of flesh onto the ground as it morphs into a basic zombie that defends you. As a reaction you may cause your zombie to intercept an incoming Melee or Ranged weapon or spell attack. On your turn you may use a bonus action to have the zombie attempt a slam attack agents a creature within 5ft.
At higher Levels: You may cast this spell useing a spellslot of 2nd level or higher for each spellslot above 1st level that is used the zombie gains 1d8+3 hitpoints.
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Description:Chose a creature who is currently attempting to leave this plane of existence. that creature must succeed a intelligence saving throw. On a failed save that creature fails to leave this plane and is prevented from leaving this plane by any means for the next minute and you know what plane they were attempting to leave towards.
At higher Levels: You may cast this spell using a spellslot of 8th level. if so that creature is prevented from leaving this plane for the next 24 hours.
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7th-level Enchantment Casting Time: 1 hour Range: 60ft radius Components:V,S,M (An item or structure worth at least 10,000 GP) Duration: Instantaneous Classes: Bard, Cleric, Warlock,
Description:The item glows with a otherworldly force while you enchant it, afterwards returning to normal. While casting you may designate any number of people who are immune to the effects of this spell. Once applied to the item or structure any humanoid that comes within 60ft of it must succeed a Charisma saving throw. on a failed save that creature will be taken by the overwhelming urge to leave a tribute of the most expensive item they have on their person next to the item. If the humanoid has no items on their person they will forced to offer their blood to the item or structure. The humanoid choses ether Bludgeoning, Slashing, or Peircing and deals 3d4 of the chosen type of damage to themselves.
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4th-level Conjuration Casting Time: 1 action (Ritual) Range: 30ft radius Components:V,S,M (A Devil’s Tongue a torch) Duration:Concentration up to 10 minute Classes: Bard, Sorcerer, Warlock, Wizard
Description:The torch floats 30ft away from you then multiplies circling the 30ft radius with 20 torches while inside this arena any creature may use it’s action to Cause one of the following effects.
Spectacle: You may cast this spell as a bonus action if a creature other than you has lost life this turn.
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3rd-level Transmutation Casting Time: 1 action Range: 60ft radius Components:V,S,M (A jar of soil and sand) Duration:Concentration up to 1 minute Classes: Bard, Druid, Ranger
Description:chose a type of terrain from Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark Within an instant the 60ft radius around transforms into the chosen terrain with all it’s features. You may chose two 10ft area’s of this terrain to designate as difficult with a feature such as a mud-pit, or a Icey pool. While inside this radius you deal an additional 2d4 of a damage in correspondent to the terrain. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
At Higher Levels: You may cast this spell using a spellslot of 4th level or higher, for each spellslot used above 3rd level increase the radius by 20ft.
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4th-level Transmutation (ritual) Casting Time: 1 minute Range:self Components:V S M (A bundle of jellyfish tentacles, a crab claw.) Duration: 8 hours Classes: Druid, Sorcerer, Wizard
Description:You attune your form to the components, choosing a Simic Hybrid creature you then assume their form. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. your game statistics, including mental ability scores, are replaced by the statistics of the chosen Hybrid. although you retains your alignment and personality. you assume the hit points of its new form. When you reverts to your normal form, your returns to the number of hit points you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious. your limited to the actions the Hybrid can perform.
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1st-level Divination (ritual) Casting Time: 1 action Range: self Components: V S M (A sound making device such as a bell or a horn.) Duration:24 hours Classes: Bard, Druid, Ranger, Cleric, Paladin, Wizard
Description:You chose a creature on the same plane of existence as you. The target must make a Wisdom saving throw on a failed save whenever that creature comes within 100ft of you the sound making devise begins make noise to alert their presence.
At Higher Levels: You may cast this spell using a spellslot of 2nd level or higher. The range of which the noise maker alerts you increases by 100ft for each spellslot above 1st level.
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6th-level Evocation Casting Time: 1 action Range: 120ft Components:V,S,M (A igneous rock) Duration:Concentration up to 1 minute Classes: Druid, Sorcery, Wizard
Description:Chose a point within range. The ground begins to bubble and swell as it forms into molten earth and a bubble of lava forms which envelops a 10ft space which is considered difficult terrain after the spell ends. If a creature enters this space the spell instantly ends. Each round that concentration is maintained the bubble grows in size increasing the final radius by 5ft. The base radius of this effect is 20ft. When the spell ends, either because your concentration is broken or because you decide to end it, the lava bubble bursts splattering blustering lava in a radius of it of 20ft + 5ft per round concentrated. Upon bursting each creature in the radius sphere centered on that point must make a Dexterity saving throw. On a failed save that creature recives 12d6 fire damage or half as much on a success. The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels: You may cast this spell using a spellslot of 8th level. When this spell is cast at 8th level you create two bubbles anywhere in the range. these increase in size and burst at the same time. a creature only needs to make one saving throw if they are within the range of multiple and do not take damage from each individual bubble.
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