Photon Techniques
Photonic techniques and "spells" are replicas of real magic; in the modern timeline, only the inhabitants of Esper Mansion on Dezolis have magic. Techniques themselves are sub-magical constructs that repeat a previously "cast" pattern of energy. You can think of magic like Jesus curing leprosy, and techniques like people developing medicines to treat it. It is by the power of magic that techniques can exist at all, and no one needs the genetics for magic to use them. Magic itself is utterly unlimited in scope being a fully metaphysical force, and dictated who would be suited to scholarly or governmental roles almost entirely. Photoners and Arks utilize Photons.
1st-Level Evocation (Paladin, Arks Caster) (Photon)
Casting Time: 1 Action
Range: Self (5-foot radius)
Components: S, M (A melee weapon worth at least 1sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects. After the melee attack you cause an elemental explosion, choose either: Fire, Cold, Lightning, Thunder, Radiant, or Necrotic. The target and all creatures other than yourself within a 5 foot radius of them must make a Dexterity Saving Throw, taking 2d6 damage of the chosen type on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6 for each slot level above 1st. In addition, if the spell is casted at 3rd, 5th, 7th, or 9th levels the radius is increased by 5 feet for each.
1st-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A chunk of coal)
Duration: Instantaneous
You release a blast of fire at a creature or object of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. The blast ignites any flammable objects it hits that aren't being worn or carried.
When you cast this spell you can use a bonus action to increase the range of the spell to 150 feet, and make the spell deal additional fire damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d8, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Evocation (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (A pinch of iron sand)
Duration: Instantaneous
Call down a 5-foot-radius, 30-foot-high column of lightning. All creatures in range must make a Dexterity saving throw or take 2d10 lightning damage, or half as much on a successful save.
When you cast this spell you can use a bonus action to increase the radius of the spell to 10 feet, and make the spell deal additional lightning damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d10, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Conjuration (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 Action
Range: Self (30-foot line)
Components: V, S, M (a drop of water or a piece of ice)
Duration: Instantaneous
A 5 foot wide wave of ice darts across the ground for 30 feet in a direction you choose. Each creature in its path must make a Dexterity saving throw or take 1d12 cold damage and be coated in ice, reducing their speed to 0 for 1 minute, or until they or another creature uses an action to break away the ice, or half as much damage and no freezing on a successful one. This wave of ice travels across the terrain and under objects up to its maximum range.
When you cast this spell you can use a bonus action to increase the range of the spell to 50 feet, and make the spell deal additional cold damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d12, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: Self (15-foot line)
Components: V, S, M (A leaf)
Duration: Instantaneous
You repressurise the very air into a 10 foot wide boomeranging blade of wind that flies in the direction you choose 15 feet before returning. Each creature in line must make a Dexterity saving throw. A creature takes 4d6 slashing damage on a failed save, or half as much on a successful one.
This attack blows away objects that are no larger than small that aren't being worn or carried.
When you cast this spell you can use a bonus action to increase the range of the spell to 20 feet, and make the spell deal additional slashing damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a piece of quartz)
Duration: Instantaneous
You form 3 lances of condensed light near a creature in range that you can see and spear it with them. The creature makes a Dexterity saving throw, taking 6d4 radiant damage on a failure, or half as much on a successful save. The creature gains no benefit of cover from this saving throw.
When you cast this spell you can use a bonus action to increase the range of the spell to 80 feet, and make the spell deal additional radiant damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: 15 feet
Components: V, S M (a bone)
Duration: Instantaneous
You form a ball of condensed negative energy that tracks down a creature in range that you can see. The creature makes a Constitution saving throw, taking 2d10 necrotic damage on a failed save. If the creature is reduced to 0 hit points by this spell they die and their body decays instantly.
When you cast this spell you can use a bonus action to increase the range of the spell to 20 feet, and make the spell deal additional necrotic damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d10, and the range is increased by 5 feet, for each slot level above 1st.
1st-Level Transmutation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire, Support)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 Minutes
Use the power of flames to bolster strength. For the duration you gain advantage on skill checks and attack rolls that use your Strength modifier.
When you cast this spell you can use a bonus action to add an additional 1 fire damage to all damage the creatures deal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature within 15 feet of yourself, also the damage bonus is increased by 1, for each slot level above 1st.
1st-Level Transmutation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice, Support)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 Minutes
Use the power of ice to coat yourself in a thin sheet of frost and bolster your defenses. For the duration you gain advantage on skill checks that use your Constitution, as well as Constitution saving throws.
When you cast this spell you can use a bonus action to cause the creatures to have resistance to Slashing and Piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature within 15 feet of yourself, for each slot level above 1st.
2nd-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S, M (A chunk of coal)
Duration: Concentration, up to 1 minute
You create two flames that spiral around yourself for the spell's duration. All other creatures within 10 feet of you must make a Dexterity saving throw, taking 2d10 fire damage on a failed save. Any time a creature enters the spell's area for the first time for a turn they must make this saving throw.
The flames ignite flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to cause the spell to maintain without concentration until the end of your next turn. In addition, the first time a creature takes damage from the spell they take additional fire damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d10, and the range is increased by 5 feet, for each slot level above 2nd.
2nd-Level Evocation (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (A pinch of iron sand)
Duration: Instantaneous
You send a bolt of lightning at one creature in range. Make a ranged spell attack against the target. On a hit the target takes 3d12 lightning damage, the bolt then arcs to another creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll.
When you cast this spell you can use a bonus action to increase the range of the spell to 50 feet, and make the spell deal additional lightning damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d12, and the bolt can arch to an additional target, for each slot level above 2nd.
A creature can be targeted only once by each casting of this spell.
2nd-Level Conjuration (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 Action
Range: Self (15-foot cone)
Components: V, S, M (a drop of water or a piece of ice)
Duration: Instantaneous
You create a barrage of icicles in the direction of your choice. Each creature in a 15-foot cone must make a dexterity saving throw, taking 4d8 piercing damage on a failure, or half as much on a successful save.
When you cast this spell you can use a bonus action to make the spell deal additional cold damage equal to your spell casting modifier, in addition creatures who fail their saving throw can take reactions until the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8 cold damage, for each slot level above 2nd.
2nd-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S, M (A leaf)
Duration: Instantaneous
You repressurize the air around you into swirling blades of wind. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 6d4 slashing damage and is Incapacitated until the end of their next turn. On a successful save the creature takes half as much damage and isn't Incapacitated.
When you cast this spell you can use a bonus action to make the spell deal additional slashing damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d4, for each slot level above 2nd.
2nd-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: 15 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 1 minute
Several beams of light from you at your enemies. Target up to 3 creatures you can see within range, make a ranged spell attack against each. On a hit the creature takes 5d6 radiant damage and is blinded for the duration of the spell.
When you cast this spell you can use a bonus action to increase the range of the spell to 20 feet, and deal additional radiant damage equal to your spell casting modifier.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d6, and you can target 1 additional creature, for each slot level above 2nd.
2nd-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: 60 feet
Components: V, S M (a bone)
Duration: Concentration, up to 1 minute
You bombard an area you can see in condensed negative energy for the duration of this spell. Each creature within a 15 foot radius sphere must make a Dexterity saving throw, taking 4d8 necrotic damage on a failure, or half as much on a successful save. For the spell's duration, any time a creature starts its turn within the spell's range, or moves into it for the first time on a turn, they must make a saving throw.
When you cast this spell you can use a bonus action to increase the radius of the spell to 20 feet, and deal additional necrotic damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8, and the range by 5 feet, for each slot level above 2nd.
2nd-Level Conjuration (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning, Support)
Casting Time: 1 Action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 1 Minute
Use the power of electricity to create a magnetic field at a point you can see, that pulls anything within a 20 foot radius into itself. When the spell is first cast, any creatures or objects of large or smaller, who begin their turn within the area must make a Strength saving throw, being pulled 10 feet towards its center. Creatures wearing metal and any metal objects have disadvantage on the saving throw.
If anything that deals lightning damage passes into the field the spell ends in a burst of electricity. All creatures within it must make a Dexterity saving throw, taking 2d8 Lightning damage on a failed save, or half as much on a successful one.
When you cast this spell you can use a bonus action to not have to maintain concentration on this spell until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the damage of this spell by 1d8 and the radius increases by 5 feet, for each slot level above 2nd.
3rd-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (A chunk of coal)
Duration: Concentration, up to 1 minute
You cause a blast of flames to burst out from a point within range you can see. Each creature in a 20-foot-radius must succeed a Dexterity saving throw or be engulfed in flames for the spell's duration or until a creature uses its action to extinguish the flames on itself or another creature. A creature engulfed in flames takes 3d6 fire damage at the start of each of its turns.
The flames ignite flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to increase the radius of this spell to 25 feet, and the spell no longer requires concentration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6, and the range by 5 feet, for each slot level above 3rd.
3rd-Level Conjuration (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A pinch of iron sand)
Duration: Instantaneous
You form a small ball of electricity at a point you can see in range that then releases a series of bolts below itself. Every creature within a 15 foot cone below the ball must make a dexterity saving throw, taking 5d10 lightning damage on a failure, or half as much on a successful save.
When you cast this spell you use a bonus action to increase the range of the spell to 150 feet, and deal additional lightning damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d10, and the range of the cone by 5 feet, for each slot level above 3rd.
3rd-Level Transmutation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 Action
Range: Self (20 foot radius)
Components: V, S, M (a drop of water or a piece of ice)
Duration: Concentration, up to 1 minute
You represurize the air around you into a 20 foot freezing vortex. All creatures within range must make a Constitution saving throw, taking 8d4 cold damage on a failure, or half as much damage and not being stunned on a successful save. Creatures who fail their saving throw are also frozen, being stunned, for the duration or until they succeed a saving throw, which they make at the start of their turn.
When you cast this spell you use a bonus action to make the spell not require concentration until the start of your next turn, and deal additional cold damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d4, and the range is increased by 5 feet, for each slot level above 3rd.
3rd-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A leaf)
Duration: Instantaneous
You redirect the air in an area to create a 20-foot wide, 60-foot tall cyclone upwards. Each creature in range must make a Strength saving throw, taking 6d6 slashing damage on a failure, and half as much on a successful save.
The cyclone spreads around corners. It sends objects of medium size or smaller that aren't being worn or carried into the air with it.
When you cast this spell you can use a bonus action to increase the radius of this spell by 5 feet, also the spell sends creatures of large or smaller who fail their saving throw 10 feet straight up.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6, and the range is increased by 5 feet, for each slot level above 3rd.
3rd-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: Self (100 foot line)
Components: V, S, M (a piece of quartz)
Duration: 1 Turn
You send a 100-foot long, 5-foot wide, beam of light in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 5d8 radiant damage on a failed save and are blinded for one turn, or half as damage and not blinded on a successful one.
This spell lingers in place until your next turn, a creature moving into its range for the first time on a turn, or starts its turn in the spell's range must make the saving throw.
The beam spreads bright light for 5 feet, and dim light an additional 10 feet.
When you cast this spell you can use a bonus action to have this spell deal additional radiant damage equal to your spellcasting modifier when it is first casted, also increase the range of the spell to 120 feet.
At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d8, and the range is increased by 5 feet, for each slot level above 3rd.
3rd-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: Self (10-foot cylinder)
Components: V, S M (a bone)
Duration: Concentration, up to 1 minute
Until the spell ends, condensed masses of negative energy rains down in a 30-foot tall cylinder, with a 10 foot radius, centered around your current location. Any other creature who moves into the area for the first time on a turn, or starts its turn there must make a Constitution saving throw as they are pummeled by the energy, taking 3d12 necrotic damage and being covered in dark energy that causes the poison condition until the end of their next turn, or half as much on a successful save and not being poisoned. A creature moving into its range for the first time on a turn, or starts its turn in the spell's range must make the saving throw.
When you cast this spell you can use a bonus action to increase the duration of the poison effect to 2 turns, and the spell can be casted at a range of 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d12, and the range the spell can be casted using a bonus action is increased by 5 feet, for each slot level above 3rd.
3rd-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind, Support)
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
You repressurise the air in a 10 foot sphere centered at your location into a cyclone. Any time a creature within the cyclone takes damage they are then slashed with a powerful slash of wind and take an additional 5 slashing damage. When you cast this spell you can choose any number of creatures you can see to be unaffected by this spell.
When you cast this spell you can use a bonus action to increase the radius of this spell to 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage of this spell by an additional 5, and the range by 5 feet, for each slot level above 3rd.
3rd-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark, Support)
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
You create a field of negative energy in a 10 foot sphere centered at your location. When you cast this spell you can choose any number of creatures you can see to be affected by this spell. Any time one of the chosen creatures damages another creature while they are standing within the field, the necrotic power flows into their body, recovering 5 hit points.
When you cast this spell you can use a bonus action to increase the radius of this spell to 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the hit points recovered by this spell an additional 5, and the range by 5 feet, for each slot level above 3rd.
4th-Level Conjuration (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (A chunk of coal)
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. A trail of flames appears in your wake, and each creature in a 5-foot wide line between the point you teleported from and your new location must make a Dexterity saving throw, taking 4d12 fire damage on a failed save.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
The flames ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to deal additional fire damage equal to your spell casting modifier, and the range to 120 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d12, and the range of the spell is increased by 5 feet, for each slot level above 4th.
4th-Level Evocation (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (A pinch of iron sand)
Duration: Concentration, up to 10 minutes
A bright bolt arches from your pointing finger to a creature you can see within range. Make a ranged spell attack against the creature, on a hit the bolt starts coursing across it for the spell's duration. For the spell's duration the first time the affected creature takes Lightning damage each turn the electricity bursts from their body. Every creature within a 10 foot cube centered around them (including the affected creature) must make a Constitution saving throw, taking 1d8 lighting damage on a failed save.
When you cast this spell you can use a bonus action to decrease the spell's duration to 1 minute, but make it no longer require concentration, and increase the range to 40 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d8, and the range of the spell's secondary effect is increased by 5 feet, for each slot level above 4th.
4th-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 turn
Range 100 feet
Components: V, S, M (a drop of water or a piece of ice)
Duration: Concentration, up to 1 minute
A hail of icicles rain to the ground in a 10-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d4 piercing damage and 1d6 cold damage on a failed save, or half as much damage on a successful one. A creature moving into its range for the first time on a turn, or starts its turn in the spell's range must make the saving throw.
When you cast this spell you can use a bonus action to increase the radius of the spell to 15 feet, and deal additional cold damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the piercing damage is increased by 2d4, and the range of the spell is increased by 5 feet, for each slot level above 4th.
4th-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A leaf)
Duration: Instantaneous
You change the wind into a 20-foot radius sphere of swirling blades, centered on a point you choose within range. All creatures within the area must make a Dexterity saving throw, taking 8d8 slashing damage on a failure, or half as much on a successful save. All creatures within 40 feet of the point must also succeed a strength saving throw, or be pulled 20 feet towards the center.
When you cast this spell you can use a bonus action to increase the range of the spell to 130 feet, and deal additional slashing damage equal to your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d8, and the range of the spell is increased by 5 feet, for each slot level above 4th.
4th-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a piece of quartz)
Duration: Instantaneous
A 10 foot radius pillar of light beams down 50 feet from a location you choose within range. All creatures within range must make a Constitution saving throw, taking 9d6 Radiant damage and are blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one.
When you cast this spell you can use a bonus action to increase the radius of the spell to 15 feet, and deal additional radiant damage equal to your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d6, and the range of the spell is increased by 5 feet, for each slot level above 4th.
4th-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: 90 feet
Components: V, S M (a bone)
Duration: Instantaneous
You generate three clusters of negative energy that you launch them off at creatures you can see within range. You can launch them at one target or several. Make a ranged spell attack for each cluster. On a hit, the target takes 3d8 necrotic damage.
When you cast this spell you can use a bonus action to increase the range of this spell to 120 feet, but each cluster becomes a Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional cluster, and the range of the spell is increased by 5 feet, for each slot level above 4th.
4th-Level Evocation (Cleric, Wizard) (Divine, Photon, Light, Support)
Casting Time: 1 Action
Range: Self
Components: V, S, M (a piece of quartz)
Duration: Instantaneous
A wave of light washes over your body, mending wounds and removing impurities. You recover 4d8 Hit Points. Remove all of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned, also remove any diseases.
When you cast this spell you can use a bonus action to increase the range of the spell to affect all creatures within 5 feet of you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8, in addition the range of this spell when using a bonus action increases by 5 feet, for each slot level above 4th.
5th-Level Conjuration (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (A chunk of coal)
Duration: Concentration, up to 1 minute
You create a large ball of fire and hurl it at a creature, or location on the ground, you can see within range. If you target a creature, make a ranged spell attack, on a hit they take 6d10 Fire damage.
If you target a location on the ground the fireball explodes, spreading flames into a 30 foot radius onto the ground around it, all creatures in the area must make a Dexterity saving throw, taking 2d10 Fire damage on a failure, or half as much on a successful save. A creature moving into its range for the first time on a turn, or starts its turn in the spell's range must make the saving throw.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to increase its range to 90 feet. In addition if you are targeting a creature, deal additional fire damage equal to your spellcasting modifier, or if you targeting a location on the ground the spell no longer requires concentration.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the attack roll of this spell increases by 1d10, and the damage of the flames deal an additional 1d10 damage, in addition the range of this spell increases by 5 feet, for each slot level above 5th.
5th-Level Evocation (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: Self
Components: V, S, M (A pinch of iron sand)
Duration: Concentration, up to 10 minutes
You charge yourself with electricity. On your turns, until this spell ends, you can use a bonus action to discharge the electricity. All creatures within a 10 foot radius of you must make a Constitution saving throw, taking 4d4 Lightning damage on a failure, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage is increased by 1d4, and the duration increases by 10 minutes, for each slot level above 5th.
5th-Level Conjuration (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a drop of water or a piece of ice)
Duration: Concentration, up to 1 hour
You touch a willing creature. Numerous icicles form across their body until the spell ends, and the target's AC can't be less than 17, regardless of what kind of armor it is wearing.
In addition, every time the creature is hit with a melee attack, the attacker takes 1d10 piercing damage and 1d10 cold damage.
When you cast this spell, you can use a bonus action to cause the damage to increase by an additional cold damage equal to your spell casting modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage is increased by 1d10, and the duration increases by 1 hour, for each slot level above 5th.
5th-Level Evocation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: 5 feet
Components: V, S, M (A leaf)
Duration: Instantaneous
You unleash a powerful blast of wind from your fist at a creature you can see within range. Make a melee spell attack against the creature. On a hit the creature takes 10d8 Bludgeoning damage.
When you cast this spell you can use a bonus action to make the creature hit, if it is size large or smaller, make a Strength saving throw, being knocked back 10 feet on a failed save. If they hit an object or another creature, both take an additional 2d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell and the knock back is increased by 1d8, in addition the range of knock back increases by 5 feet, for each slot level above 5th.
5th-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: Self (20-foot radius)
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 10 minutes
Blinding energy radiates from you in an aura with a 20-foot radius. Until the spell ends, the aura moves with you, centered on you. The aura sheds bright light 10 feet, and dim light for an additional 10 feet, in addition the area within the aura is bright light. Hostile creatures who enter the aura for the first time on a turn, or begin their turn within it must make a Constitution saving throw, taking 3d6 radiant damage and are blinded until the beginning of their next turn on a failure, or half as much damage and not being blinded on a successful save.
When you cast this spell you can use a bonus action to make the spell deal additional radiant damage equal to your spell casting modifier, this damage can only be dealt on the creature's turn. In addition, increase the range of the aura by 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage is increased by 1d6, and the duration increases by 1 minute, for each slot level above 5th.
5th-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: 120 feet
Components: V, S M (a bone)
Duration: Concentration, up to 1 minute
You make a creature you can see within range make a Constitution saving throw, on a failure a glowing sigil of dark energy forms and begins growing. When the spell ends, either because your concentration is broken or because you decide to end it, the sigil explodes. A creature takes necrotic damage equal to the total accumulated damage.
The spell's base damage is 10d12. If at the end of your turn the sigil has not yet detonated, the damage increases by 1d12.
On your turn, until the spell ends, you can use a bonus action to target another creature within range, they make a Constitution saving throw, and if they fail the sigil leaves the prior target, shifting to the new target and continuing.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage is increased by 1d12, and the range increases by 5 feet, for each slot level above 5th.
6th-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Fire)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A chunk of coal)
Duration: Instantaneous
You make a large ball of fire fall from the sky at a location you can see within range, exploding when it hits the ground into a fiery blast. Each creature within a 30-foot-radius sphere of the location you choose must make a Dexterity saving throw, taking 20d6 fire damage on a failed save, or half as much on successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to make the spell deal additional fire damage equal to your spellcasting modifier, in addition the range of the spell to 150 feet..
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage is increased by 1d6, and the radius increases by 5 feet, for each slot level above 6th.
6th-Level Transmutation (Druid, Sorcerer, Warlock, Wizard) (Arcane, Primal, Photon, Lightning)
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A pinch of iron sand)
Duration: Instantaneous
You transform yourself into an electrical form and fly in a straight line to a location you can see within 120 feet. All creatures in a 5 foot wide line you travel must make a Dexterity saving throw, taking 12d6 Lightning damage on a failed save, or half as much on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell you can use a bonus action to make the spell deal additional Lightning damage equal to your spellcasting modifier, and increase the range to 150 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage is increased by 1d6, and the width increases by 5 feet, for each slot level above 6th.
6th-Level Evocation (Sorcerer, Warlock, Wizard) (Arcane, Photon, Ice)
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M (a drop of water or a piece of ice)
Duration: 1 Minute
You engulf a creature you can see within range in a sub-zero frost. The creature makes a Constitution saving throw, taking 12d12 Cold damage on a failed save, or half as much on a successful one. On a failed save the creature is then covered in a frozen sigil for the spells duration. While covered with this sigil, the creature fails any saving throws made against the Ilbarta spell, and takes an additional 2d12 cold damage for each additional time they are damaged by the spell.
When you cast this spell you can use a bonus action to cause the sigil to form even if the creature succeeds on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage is increased by 1d12, and the additional damage from the sigil is also increased by 1d12, for each slot level above 6th.
6th-Level Transmutation (Cleric, Druid, Sorcerer, Wizard) (Arcane, Divine, Primal, Photon, Wind)
Casting Time: 1 Action
Range: Self (50-foot Line)
Components: V, S, M (A leaf)
Duration: Instantaneous
You manipulate the surrounding air pressure into a 10 foot wide condensed tornado that launches 50-feet in the direction you choose. All creatures in range must make a Strength saving throw, taking 16d6 Slashing damage, or half as much on a failure. Creatures who are of size large or smaller who fail their saving throw are pulled with the blast. Creatures within 10 feet of the blast also must make a Strength saving throw, being pulled into it on a failed save.
When you cast this spell, you can use a bonus action to deal additional Slashing damage equal to your spellcasting modifier, also increase the width of the spell to 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage is increased by 1d6, and the range increases by 5 feet, for each slot level above 6th.
6th-Level Evocation (Cleric, Wizard) (Divine, Photon, Light)
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M (a piece of quartz)
Duration: Instantaneous
You crystallize photons to form droplets of light that pursue 1 target creature you can see in range and burst into a radiant light. Fire 10 droplets at the target creature, on a hit each droplet deals 2d8 Radiant damage.
When you cast this spell you can use a bonus action to make each droplet deal additional 1 radiant damage, and the creature is blinded for 1 turn for each droplet that hits them.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you fire 1 additional droplet, and the range increases by 5 feet, for each slot level above 6th.
6th-Level Necromancy (Sorcerer, Warlock, Wizard) (Arcane, Photon, Dark)
Casting Time: 1 Action
Range: 60 feet
Components: V, S M (a bone)
Duration: Instantaneous
You condense photons to coalesce into a dark arm which assaults one target after another. Make a ranged attack on a creature you can see, on a hit they take 3d4 Necrotic damage. Hit or miss the arm hunts out another target, you make a ranged attack against that target, the spell can even target the same creature again. This spell can attack 12 times.
When you cast this spell you can use a bonus action to make this spell deal an additional Necrotic damage equal to your spell casting modifier each time it hits, in addition increase the range of the spell to 90 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the arm can attack 1 additional time, and the range increases by 5 feet, for each slot level above 6th.
7th-Level Transmutation and Evocation (Wizard) (Arcane, Photon, Lightning, Wind)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Turn
You clad yourself in wings of wind and lightning. This turn you gain a flight speed equal to your walking speed, and cyclones are left in your wake.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 5d6 slashing damage from the cyclone of wind. A creature or object can take this damage only once during a turn. On the start of your next turn, lightning bursts in a 5-foot radius cylinder to the ground in every space you traveled through on the previous turn. Any creature in the cylinder must make a Dexterity saving throw, taking 8d10 Lightning damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the Slashing damage by 1d6 and the Lightning damage by 1d10, for each slot level above 7th.
7th-Level Necromancy and Evocation (Wizard) (Arcane, Photon, Fire, Dark)
Casting Time: 1 Action
Range: Self (90-foot Line)
Components: V, S
Duration: Concentration, up to 1 Minute
Release a flame of darkness that burns everything in a 5-foot wide, 90-foot long line in the direction you choose. All creatures in the line must make a Dexterity saving throw. Creatures who fail their saving throw take 4d6 Fire and 4d6 Necrotic damage and are restrained by a dark force of flames, on a successful save the creatures take half damage and are suffering no additional effects. Creatures restrained by this spell take 4d4 Fire damage at the start of their turn, and can use their action to make a Strength saving throw, ending the restraint on a success.
This spell ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the Fire and Necrotic damage by 1d6, in addition the Fire damage while restrained is increased by 2d4, for each slot level above 7th.
7th-Level Conjuration and Evocation (Wizard) (Arcane, Photon, Ice, Light)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Hour.
Your form shimmering, icy blades on each of your arms. These blades count as martial weapons, with which you are proficient. They each deal 2d6 Radiant and 2d6 Cold damage, and have the light and finesse properties, as well as count as engaging in two-weapon combat. You can not be disarmed of these weapons. (If playing by OneDnD, these weapons also have the Nick mastery)
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the Radiant and Cold damage by 1d6, for each slot level above 7th.
8th-Level Transmutation and Evocation (Wizard) (Arcane, Photon, Lightning, Wind)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You redirect the air in an area to create a 20-foot wide, 60-foot tall cyclone upwards while bombarding it with electricity. Each creature in range must make a Strength saving throw, taking 6d6 slashing damage and if they are large or smaller, they are restrained and pulled 5 feet into the air on a failure, and half as much damage and not pulled into the air on a successful save.
A creature moving into its range for the first time on a turn, or starts its turn in the spell's range must make the saving throw, ending the restraint and falling back to the ground on a successful save. The cyclone spreads around corners.
When this spell ends you create a large bolt of lightning down the area the cyclone took up, all creatures in range must make a Dexterity saving throw, taking 2d6 Lightning damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 9th level, increase the Slashing and Lightning damage by 1d6 each.
8th-Level Necromancy and Evocation (Wizard) (Arcane, Photon, Fire, Dark)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create a spear of negative energy wroth in flames, and throw it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d12 Necrotic and 5d12 Fire damage. Hit or miss, the spear then splits into multiple lances. The target and each creature within a 15 foot cone behind it make a Constitution saving throw or take 10d6 fire damage and are poisoned for 1 minute on a failure, or half as much damage and not poisoned on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 9th level, increase the Necrotic and Fire damage of the spear by 1d12 each.
8th-Level Transmutation and Evocation (Wizard) (Arcane, Photon, Ice, Light)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
A series of wings consisting of shimmering ice sprout from your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Until the spell ends, you gain the following benefits: