Magic Spells: Spring Collection
Winter
has melted away, leaving the world ready for change and growth. With it, new
magic crafted of healing and beauty.
These spells are designed to give your players more options for healing
during combat, controlling enemies and a little bit of chaos.
Name | Level | School | Classes |
Blossom Burst | 2nd | Evocation | Bard, Druid, Sorcerer, Warlock |
Colour
Shower | 3rd | Illusion | Artificer, Bard,
Cleric, Sorcerer, Wizard |
Petal Flurry | 5th | Conjuration | Bard, Druid, Ranger, Sorcerer |
Renewing
Rain | 5th | Evocation | Bard, Cleric, Druid,
Wizard |
Spring Step | 3rd | Transmutation | Ranger, Artificer |
Blossom Burst
2nd
level evocation
Casting
Time: 1 action
Range: Self
Components: V, M (a flower bud)
Duration: Instantaneous
Spectral
petals bloom in your hand, before projecting out in a delicate, beautiful
explosion. Every creature within 10 ft.
of you must make a Dexterity saving throw against your spell save DC. On a
failure, they take 2d8 damage, plus an effect determined by the damage type. On
a success, they only take half damage and no additional effect.
Choose
one of the d8s. The number rolled on that die determines the attack's damage
type, as shown below.
D8 | Damage Type | Effect |
1 | Acid | The
next weapon attack again them gains a 1d4 to hit. |
2 | Cold | Their speed is reduced by half until the end
of their next turn. |
3 | Fire | You
deal 1d6 additional damage. |
4 | Force | They have disadvantage on Concentration
checks to maintain spells until the start of your next turn. |
5 | Lightning | They
are unable to take reactions until the start of your next turn. |
6 | Poison | They are Poisoned until the end of their
next turn. |
7 | Psychic | They
must subtract 1d4 from the next saving throw they make |
8 | Thunder | They are Stunned until the end of their next
turn. |
At
Higher Levels. When you cast
this spell using a spell slot of 3rd level or higher, the damage increases by
1d8 for every two slot levels above the 2nd. This dice can be used when picking
your damage type.
Colour Shower
3rd
level illusion
Casting
Time: 1 action
Range: 60 ft.
Components: S, M (a mixed bottle of paint)
Duration: Concentration, up to 1 minute
Centred
on a point within 60 ft. you summon technicolour paint to rain down from the
sky. Hitting every creature within a 5 ft. radius of that point, who must
succeed a Constitution saving throw against your spell save DC. On a failure,
they are Blinded until the end of their next turn.
On
each of your turns after you cast this spell, you can use an action to move the
beam up to 15 feet in any direction. Forcing every creature it passes through
to make the saving throw.
Petal Flurry
5th
level conjuration
Casting
Time: 1 action
Range: Self
Components: V, S, M (a handful of petals)
Duration: Concentration, up to 1 minute
You
fly 10 ft. up into the air, surrounded by a whirlwind of beautiful petals that
spread out in a 15 ft. radius of you. For the duration, your movement doesn’t
provoke opportunity attacks.
Additionally,
whenever a creature starts their turn within your whirlwind, they must succeed a
Strength saving throw against your spell save DC or take 10d4 bludgeoning
damage and are knocked prone. On a success, they take half damage, and are not
knocked prone.
Renewing Rain
5th
level transmutation
Casting
Time: 1 action
Range: 30 ft.
Components: S,M (bottle of rain water)
Duration: Concentration, up to 1 minute
You
fire a bolt of magic into the air at a point of your choice, and drops of light
cascade down in a 10 ft. radius around it. This light restores a number of hit
points equal to 2d6 + your spell casting modifier to every friendly creature who
starts their turn within the radius.
Any
creature who is healed by this spell may forgo healing to remove of the
following conditions; blinded, charmed, deafened, incapacitated, paralysed,
poisoned or stunned.
Spring Step
3rd
level transmutation
Casting Time: 1
bonus action
Range: Self
Components: V
Duration:
Concentration, up to 1 minute
Scattered
green light surrounds your footfalls. For the duration, any healing you receive
is the maximum amount possible.
Once,
before the spells ends, you may use your bonus action to teleport to a surface
you can see within 30ft. Every creature within 5 ft. of the area you appear gain
1d8 + your spellcasting ability modifier.
At
Higher Levels. When you cast
this spell using a spell slot of 4th level or higher, the amount of healing gained
is increased by 1d8.
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