Nixian Spells

 

Razor Leaf

Transmutation cantrip

Casting Time: 1 action

Range: 90 feet

Components: S, M (a leaf)

Duration: Instantaneous

You hurl a leaf toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing (if pine needle) or slashing (if leaf) damage.

At Higher Levels. You can hurl more than one leaf at higher levels: two leaves at 5th level, three leaves at 11th level, and four leaves at 17th level. You can direct the leaves at the same target or at different ones. Make a separate attack roll for each leaf. 

   

Animate Object

2nd-level transmutation

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S

Duration: Concentration, Up to 1 minute

You bring a small or smaller object to life. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. The object has the following stats: HP: 20, AC: 18, Str: 4, Dex: 18. The object has an attack modifier equal to your spell attack modifier. If the object is a weapon, it deals damage equal to the weapon's damage dice + your Wisdom modifier on hit dealing that weapons damage type, otherwise it deals 1d4 + your Wisdom modifier bludgeoning damage on hit.

As a bonus action, you can mentally command the animated object as long as it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. 

If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

  

Animate Shadow

3rd-level illusion

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a smoke stained mirror)

Duration: Concentration, up to 1 hour

Targeting a creature you can see within range, you bring it's shadow to life under your control. If the creature has a CR of more than 3 or the creature has no shadow (either from the
nature of the creature or from the lack of a light source to
cast one) the spell fails.

Otherwise a copy of the creature is created using its game statistics and is created adjacent to the creature (on the side away from the brightest light near it). The shadow has no legendary actions, legendary resistance, and cannot cast spells. The shadow creature has hit points equal to half the
target's hit points, and looks like a mirrored version of the creature it was summoned from formed from inky black smoke. The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical sources while in darkness. The creature is vulnerable to all damage while in bright light, and always vulnerable to fire, lightning, and radiant damage. If the shadow is killed, the target creature it was summoned from casts no shadows for the next 8 hours.

The shadow acts immediately after the creature's turn, and without further direction it attempts to follow and takes the attack action against it was summoned from. As a reaction to the shadow starting it's turn, the caster can exert control over it and cause it to move and take its action as the caster directs.

At Higher Levels. When you cast this spell using a 5th- or 6th-level spell slot, the maximum CR of the target increases to CR 4. When you cast it using a 7th- or 8th-level spell slot, the maximum CR of the target increases to CR 5. When you cast it using a spell slot of 9th level or higher, the maximum CR of the target increases to CR 6.

 

Arcane Dart

Cantrip Evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Wizard

You create a glowing dart of magical force. The dart hits a creature of your choice that you can see within range. A dart deals 1d4 + your spell casting modifier, force damage to its target.

At Higher Levels. The spell creates more than one dart when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. The darts all strike simultaneously, and you can direct them to hit one creature or several.

 

Arching Spark

Cantrip evocation

Casting Time: 1 action

Range: 90 feet

Components: S, M (a piece of cracked lightning glass)

Duration: Instantaneous

A crackling spark arches from you towards a creature within range. Make a ranged attack roll against the target. On a hit, the target takes 1d10 lightning damage and it can't take reactions until the start of your next turn. 

At Higher Levels. The spell creates additional sparks that arch off to other creatures when you reach higher levels: two arches at 5th level, three arches at 11th level, and four arches at 17th level. The sparks must target a different creature within 30 feet of a creature hit with this spell.

 

Bad Luck

3rd level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You curse one creature you can see within range with incredibly bad luck. The creature makes a Wisdom saving throw. On a failed save, the creature has disadvantage on attack roll and saving throws until the spell ends. Also, for the duration, any natural 20 the creature rolls is treated as a natural 1.

 

Battering Ram

2nd level evocation

Casting Time: 1 action

Range: Self (60-foot line)

Components: V, S

Duration: Instantaneous

A spectral ram fly’s out from you in a 60-foot line. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 force damage on a failed save, and is pushed back 15 feet and is knocked prone, or half as much damage on a successful save, and isn’t pushed back.

If multiple creatures are affected by this spell, any creature that fails its save, the creature behind it has disadvantage on its saving throw.

Any object in the line that’s not worn or carried automatically fails its saving throw and takes double damage.

 

Bitch Slap

Evocation cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

A hand made of force flies out from you smacking a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Black Dog

2nd-level illusion 

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a leather collar)

Duration: Concentration, up to 1 minute

You summon a particularly vicious looking illusory hound that ferociously chases a target within range. Only the target can see the hound that chases them. The target creature can attempt to flee from the hound, moving at least 30 feet in any direction from where they start their turn. If the target does not flee or is unable to move at least 30 feet from where they started by the end of their turn, they take 3d8 psychic damage from being mauled by the hound at the end of the turn. The spell ends early if the target gets more than 120 feet from you.

At the end of each of their turns, the target can make a Wisdom saving throw. On success, they realize the hound is an illusion, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed of the hound increases by 10 feet for each slot level above 2nd (meaning that the target must flee 10 additional feet to avoid taking the damage).

  

Bonnie’s Instant Cottage

4th-level conjuration (ritual)

Casting Time: 1 minute

Range: 300 feet

Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)

Duration: 24 hours

You conjure a small cottage in an unoccupied space within range that lasts for the duration. You choose the basic appearance of the cottage. The entrance leads to an extradimensional space much larger than the outside would suggest. You and up to 10 creatures you designate when you cast the spell can enter the extradimensional dwelling as long as the door is open. You can open or close the door if you are within 30 feet of it. While closed, the door can’t be open, even by magical means.

Beyond the door is a cozy foyer with numerous chambers beyond. The atmosphere is clean, cozy, and warm.

You can create any floor plan you like, but the space can’t exceed 30 cubes, each cube being 10 feet on each side. The place is furnished and decorated in a warm cozy fashion. It contains sufficient food and drink for up to 10 people. Three near-transparent servants attend all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the cottage but can’t leave it. Furnishings and other objects created by this spell, except food and drink, dissipate into smoke if removed from the cottage. When the spell ends, any creatures inside the cottage is expelled into the open spaces nearest to the entrance.

Creatures within the cottage can’t be targeted by divination spells. Planar travel and teleportation is blocked within the cottage, except by those you have designated. At any time, you may revoke access to a creature. If within the cottage that creature is expelled into an unoccupied space nearest the entrance.

 

Bonnie's Portable Cauldron

cantrip transmutation

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (a handheld pot, twigs, a fire source;

the twigs are consumed)

Duration: 8 Hours

You choose an open 5-foot space within 5 feet of you. After you finishing casting this spell, the component pot enlarges to a full-size cauldron with a magical fire beneath it. The fire cannot be put out by any means. You can dismiss the cauldron as a reaction, after which the cauldron shrinks back into a pot and the fire is put out.

 

Bram’s Bloodhound

1st level conjuration

Casting Time: 1 action

Range: 20 feet

Components: S, M (at least one hair from a hound)

Duration: 1 hour

You summon a spectral hound to help you track down your quarry. You designate a target for the hound to track, and it has advantage on all Perception or Survival checks made to find that creature.

The hound has a speed of 40 feet, and its Perception and Survival bonus equal your Wisdom + your proficiency bonus.

 

Bram's Confounding Craic

3rd-level enchantment

Casting Time: 1 bonus action

Range: 90 feet

Components: V

Duration: 1 round

You start rapidly speaking a string of complete shite to one creature you can see within range, that can hear you, you don't have to have a common language, but it must understand at least one language. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 psychic damage, and is gobsmacked (stunned) until the end of its next turn. On a successful save, the target takes half as much damage and it can’t take a reaction until the end of its next turn.

 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.

 

Cold Snap

3rd-level evocation

Casting time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

A point you choose within range grows exceptionally cold, to the point that it flash freezes. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The cold spreads around corners. All creatures within the spells radius, whether they succeeded at their save or not, have their speed halved until the end of their next turn.

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.

 

Decaying Touch

Transmutation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S, M (powdered remains of a dead animal)

Duration: Instantaneous

You wreath your hand in necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against the target. On hit, the targets takes 1d6 necrotic damage is starts to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional 1d6 necrotic damage. Targets immune to diseases are immune to this effect.

At Higher Levels. Both the initial and secondary damage of the spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

Fool’s Tongue 

1st-level divination

Casting Time: 1 action

Range: Touch

Components: V

Duration: 1 hour

Class: Bard, Wizard

When you cast this spell on a willing creature you and the creature learn an unbreakable code language that only the two of you can speak. This effect endures for the duration of the spell. When you are speaking in this code language all others who can hear the speech hear only meaningless and indecipherable babble.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 24 hours. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 week. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 1 year.

 

Gibbering Madness

Enchantment Cantrip

Casting time: 1 action 

Range: 120 Foot

Components: S

Duration: Instantaneous

Classes: Bard, Sorcerer, Warlock, Wizard

A creature you can see must pass a Wisdom save or take 1d6 psychic damage and have disadvantage on concentration checks until the end of your next turn.

At Higher Levels. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

  

Instant Chair

1st level Conjuration

Casting time: 1 action (ritual)

Range: 30 Foot

Components: V, S, M (an unoccupied chair)

Duration: Instantaneous

You can cast this spell on an unoccupied chair within range, permanently binding it to a pocket dimension. After binding a chair in this way, you may use a bonus action to either summon or dismiss a chair from the plane you are on to a pocket dimension. The chair can be summoned to any unoccupied space within range, and you must also be within range to dismiss it. Being out of range from a chair for more than one hour causes the chair to dismiss automatically.

You can bind a total of four chairs to yourself. Each chair cannot exceed 10 cubic feet, 100lbs, or 50gp.

Unbinding a chair takes one action, and must be done while the chair is on the same plane as you. Trying to bind a fourth chair to you while you already have three chairs bound causes the spell to fail.

 

Jinx

Enchantment Cantrip

Casting time: 1 reaction

Range: 30 Foot

Components: S, M (a piece of broken glass)

Duration: Instantaneous

Choose one creature you can see within range that is attempting to make an attack roll, ability check or saving throw, the creature must make a Charisma saving throw. If the creature fails, it rolls a d4 and subtracts the number rolled from the triggering attack roll, ability check or saving throw.

 

Klutz

Evocation cantrip

Casting time: 1 reaction

Range: 30 foot

Components: V, S

Duration: Instantaneous

When a creature you can see within range attempts to move more than 5 feet, or misses with a melee attack, you can force them to make a Dexterity saving throw, falling prone on a failure.

 

Reflect

4th-level abjuration

Casting time: 1 reaction

Range: Self

Components: V, S

Duration: Instantaneous

When a spell that targets you, and isn't an area effect spell, you can reflect the spell back at the caster. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is reflected back upon it. 

If the spell involved a spell attack, you roll a new attack using your spell attack modifier. If the spell involved a saving throw the DC is your spell save DC.

  

Unseen Staff

4th level conjuration (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece of string and a bit of wood)

Duration: 1 hour

You create 2d6+1 near-transparent servants. When you cast the spell, you decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus, the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on.

Other creatures may give them orders, but they will never break, contradict, or otherwise go against your orders.

At Higher Levels. If you cast this spell using a spell slot of 5th level, the duration increases to 8 hours. A 6th level spell slot increases the duration to 24 hours. A 7th level or higher spell slot makes them permanent, until dispelled, but they must be dispelled one at a time.

  

Updraft

3rd level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You cause a rapid updraft of wind, targeting a creature of Large or smaller within range. The target must make a Strength saving throw, or be hurled 100 feet into the air. The target lands in a square of your choice within 20 feet of where it started. The target lands prone taking 10d6 bludgeoning damage.

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