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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