HB BetterSpellbook AriadneundefinedsCodexofStrings
HB BetterSpellbook AriadneundefinedsCodexofStrings
```
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# Better Spellbook
{{footnote
A Compendium of 40+ Homebrew Spells of All Levels to add to your Table!
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## Contact Information
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:
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{{footnote Legal Considerations}}
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:::::::::::::::::::
### Better Spellboook Changelog V.1.1
:
##### Syntax, WoTC wording everywhere!
* Corrected some wording mistakes!
* Clarified some other things too, such as durations and range on some spells
* Absolute Zero's name has been changed to Frozen Stride
* Eldritch Oblation is better worded :D
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{{footnote Changelog}}
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## The Eldritch Library
:
These are spells the Prophet class organisms have access to. Evil or neutral player
characters may also learn these incantations of questionable morality. All classes
may take them: the ruinous powers do not care about the path, only the destination.
#### Dark Tides
*2nd-level Evocation*
A powerful wave of dark water sprouts from your palm, drenching all creatures
within range with a powerful shock of frost. Each creature in a 30-foot cone must
make a Dexterity save. A creature takes 3d6 cold damage on a failed save, or half
as much on a successful one. Additionally, creatures that fail the saving throw
become vulnerable to cold damage until the end of their next turn
:
#### Nightmare's Embrace
*3rd-level Enchantment*
You assail a single creature within range with vivid hallucinations, making them
freeze in terror as their worst nightmares come to life before their eyes. The
target must succeed on a Wisdom saving throw or be stunned in a trance-like state
for the duration. While stunned in this way, creatures take 2d6 psychic damage when
they begin their turn. At the end of each of its turns, the target can make another
Wisdom saving throw. On a success, the spell ends on the target.
:
#### Mass Despair
*4rd-level Enchantment*
You utter a sinister whisper of doom that worms its way into the minds of up to six
creatures within range. Each target may hear a different sound according to what
they believe is a hopeless scenario. All those affected must succeed on a Wisdom
save or be *demoralized*. While in this state, they cannot gain advantage by any
means, nor use inspiration. Additionally, as a part of this spell, as long as the
*demoralized* condition is maintained, affected creatures have disadvantage on
Intelligence, Wisdom and Charisma saves.
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{{footnote The Eldritch Library}}
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#### Visions of Doom
*5th-level Divination (ritual)*
***Critical Failure.*** A terrible future is revealed to you. You may replace any
attack roll, saving throw or ability check made by a creature you can see with a
one. This effect expires if not used during the duration of the spell.
{{descriptive,position:relative,top:670px,right:353px
##### From "The King's Angels", Verse Five
*But heed this proverb, a warning of old,*
:
*That the terrors of night, we can all behold.*
:
*For in facing our fears, we become ever so bold,*
:
*And conquer the darkness, that never grows old.*
:
*So let us brave the night, with courage so bright,*
:
*For the terrors that lurk, they'll never take flight.*
:
*For we are the warriors, who will stand and fight,*
:
*And banish the fears, that haunt us at night.*
}}
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#### Eldritch Oblation
*8th-level divination*
You enact a cursed ritual in the hopes of making contact with the void beyond the
stars. The creature(s) you intend to sacrifice by the means of this spell must have
a soul and stay within the magic circle for the whole duration. The more you give
to the ruinous powers, the more they give in turn; you may attempt to sacrifice a
number of creatures equal or lower than your spellcasting ability modifier.
:
By means of this spell, you may ask the great beyond for a boon in proportion to
your sacrifice, at the DM's discretion -- not all souls are equal in worth. These
eldritch blessings may take several shapes.
:
* ***Gift of Form:*** You gain the ability to shapechange into a creature you
sacrificed. This ability is permanent. You may change into said creature and to
your true form as an action. While transformed, you use the creature's statistics
and abilities, except for your Intelligence score, which you keep regardless of
form. You use the greater of the two forms' hit points.
* ***Gift of Eyes:*** You gain the ability to gaze into the near future by peering
through the eyes of your eldritch benefactors. You can now cast the 9th level spell
*Foresight* once per day without expending a spell slot.
* ***Gift of Servitude:*** You gain a feat given to you by your eldritch patrons
(which you cannot choose). In addition you may cast *Eldritch Oblation* and benefit
from its effects an additional time. You may now cast *Eldritch Oblation* as a 6th
level spell. Choosing this boon turns you into a Harbringer Shaman (or even a
Harbringer Queen, depending on the value of your sacrifice).
These are just examples of what the great beyond might offer. Depending on the
sacrifice, the boon could be much greater. Once you cast this spell for the first
time, you may not benefit from it again (unless you chose *Gift of Servitude*).
After casting this spell you gain a permanent affliction that cannot be explained
by conventional means, such as persistent bad luck, always feeling euphoric,
forgetting those you love, or losing control of an extremity. These are, like the
gifts, merely examples. Your DM chooses your affliction.
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{{footnote The Eldritch Library}}
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You summon a wave of crackling red lightning that travels in a 30 foot cone in
front of you. Each creature in that area must succeed on a Dexterity saving throw
or suffer 4d4 lightning damage and be *dazzled* until the end of their next turn.
:
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 2d4 for each slot level above 1st.
::
This spell transforms a creature with at least 1 hit point that you can see within
range into an object. An unwilling creature must make a Wisdom saving throw to
avoid the effect. If it fails, it can make another Wisdom saving throw at the end
of each of its turns. On a success, the spell ends on the target. A shapechanger
automatically succeeds on this saving throw.
:
The transformation lasts for the duration, or until the target takes 10 points of
damage. The new form can be any common object that is large or smaller. The
target’s game statistics are replaced by the statistics of the chosen object. It
retains its alignment and personality.
:
The caster of the spell may use a bonus action to turn the creature back into its
original form and have it act immediately.
:
The creature is limited in the actions it can perform by the nature of its new
form; it can’t speak, cast spells, or take any other action that requires hands or
speech. The target’s gear melds into the new form. The creature can’t activate,
use, wield, or otherwise benefit from any of its equipment. The object-form can,
however, move up to half the creature's speed by magical means.
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{{footnote Threadmaster's Archive: Eldritch Library}}
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## Lodge Arcanisms
When you cast this spell, select the type of coin you want it to consume: silver,
gold, or platinum. Depending on your choice, one of the following effects is cast:
:
***Silver -- Force of Fortune.*** Make a ranged spell attack against a target
within range. On a hit, the target takes 3d8 force damage.
:
***Gold -- Gilded Cage.*** Make a ranged spell attack against a target within
range. On a hit, the target takes 3d8 force damage and must succeed on a Strength
saving throw or be *restrained* by gilded barbs until the end of their next turn.
:
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#### Fallow's Theorem
*3nd-level divination*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: V, S
**Duration:** :: Concentration, Up to 5 minutes
You summon a crystal shard of arcane divination, which you can utilize to peer into
possible futures. You may envision the consequences of a single action you could
take in the next hour, witnessing up to 5 minutes' worth of likely consequences
before the shard crumbles.
:
If you witnessed any effects that would cause you to make a saving throw in your
vision and you decide to go through with the action, you gain advantage on the
roll. Additionally, you cannot be surprised by creatures whose actions you
witnessed inside the shard.
You force a creature to expend its prana, their arcane potential bursting out of
them in a painful surge of energy. Make a melee spell attack against a creature
you can reach. On a hit, the target takes 4d6 force damage. A creature hit by this
attack must make a Charisma saving throw. On a failed save, a creature takes
another 4d6 force damage.
:
A spellcaster that fails this saving throw loses a 3rd level spell slot, and is
unable to cast spells of a school of your choice until the end of their next turn.
:
**At Higher Levels:** When you cast this spell using a spell slot of 5th level or
higher, the first instance of damage increases by 1d6 for each slot level above
4th. In addition, spellcasters who fail the saving throw are drained of a spell
slot one level below the spell slot that was used to cast this spell.
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{{footnote Lodge Arcanisms}}
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## The Holy Arts
Celestials and their allies use their fair share of spells and other specialties to
further their cause. Many of them were developed in Lyntas, the radiant citadel,
where mortals, arcanists, and heavenly beings mingle together. Well, sort of mingle
together -- they do enjoy a good segregation system, these pious templars!
A chastising light falls upon a creature within range, who must succeed on a
Charisma saving throw or take 1d4 radiant damage and have one of its damage
vulnerabilities (if any) exposed to you.
:
Creatures exposed in this way have disadvantage on subsequent saving throws against
this spell, and the damage type becomes the exposed vulnerability. This spell’s
damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th
level (4d4).
:
#### Cause Arrhythmia
*3rd-level necromancy*
You cause a nearby creature's heart to beat irregularly, making them partially lose
control of their bodies as their pulse falters. Creatures that don't have a heart
or similar organ aren't affected by this spell. A target must succeed on a
Constitution saving throw or be affected by one of the two following effects (your
choice):
::::::::::::::::::::::::::::::::::::::
#### Pulverizing Radiance
*5th-level evocation*
You fire a mote of blazing light at a creature within range. Make a ranged spell
attack. On a hit, the target takes 6d6 + 20 radiant damage and instantly gains
three stacks of the *irradiated* condition that last for a minute.
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{{footnote High District: The Holy Arts}}
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# Wyrmsigns of Yharel
The infamous greatwyrms have such enormous amounts of magical might contained
within themselves that, much like Gods, the very fact of their existence can power
spells and arcanisms being manifested thousands of miles away. Indeed, the
greatwyrms "lend" their power to those who learn the proper rituals and give
worship to their elemental majesty.
:
#### Frostbolt
*1st-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: V, S
**Duration:** :: Instantaneous
A bolt of concentrated cold, this spell is a natural ability of many elementals in
the Soulfrost Expanse. You hurl a snowball imbued with energy to a target within
range. Make a ranged spell attack against the target. On a hit, the target takes
2d10 cold damage and is *chilled* for a minute.
:
**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d10 for each slot level above 2nd.
#### Ice Gale
*2nd-level evocation*
A quick, unnatural flick of the fingers brings forth a gust of icy elemental wind.
The first wyrmsign many discover, often by accident. Choose a point within range.
Each creature in a 10-foot-radius sphere centered on that point must make a
Constitution saving throw. or be assaulted by frost, taking 4d6 cold damage and
suffering from a 15 feet penalty to their movement 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 1d6 for each slot level above 2nd.
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#### Frozen Stride
*3rd-level transmutation*
You summon a great frost that spreads from a point within range, covering the
ground in a 30-foot radius of that point with a thin layer of elemental ice. Any
patch of water or other liquids becomes frozen, and anyone trying to move more
than half their maximum speed must make a Dexterity saving throw or be knocked
prone. The ice lasts for 60 seconds, or until dispelled. Creatures on thin ice
cannot take reactions until the end of their next turn.
:
Aditionally, you can allow a number of creatures equal to your spellcasting ability
modifier to glide across the ice, doubling their movement and ignoring all the
negative effects of the spell.
::
#### Glacial Ward
*5th-level transmutation*
A buildup of sturdy ice covers a creature within range, granting them resistance to
piercing, bludgeoning, slashing and cold damage, and increasing their A.C by 2, but
lowering their movement speed by 10 feet. Additionally, their melee attacks deal an
extra 1d6 cold damage while this spell remains active.
:
**At Higher Levels:** When you cast this spell using a 7th level spell slot or
higher, the movement penalty becomes 5ft., the A.C bonus increases to 3, and the
attacks deal an extra 2d6 cold damage instead of 1d6.
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{{footnote Hestra: Wyrmsings of Yharel}}
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# Wyrmsigns: Appendix
:
#### Frozen Brume
*6th-level transmutation*
**Casting Time:** :: 1 reaction, which you take when you are hit by an attack
**Range:** :: 30 feet
**Components:** :: V, S
**Duration:** :: 1 round
You turn into a cloud of icy mist until the start of your next turn. You are immune
to bludgeoning, piercing and slashing damage while transformed, and cannot be
targeted by spell attacks nor single target spells that don't require. These
protections work against the triggering attack.
:
Additionally, creature that pass through your space while you're transformed take
2d6 cold damage and are *chilled* until the end of their next turn.
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#### Stasis Storm
*9th-level conjuration*
The oldest and most powerful wyrmsign, this spell replicates the effects of
Yharel's flight. Your fill a 5 foot square with primordial runes of frost, stasis
and death drawn in cryolite dust. When the casting is complete, a killing frost
envelops everything in a 2000 foot radius centered on the point where the spell was
cast.
:
For the duration of the spell, a magical blizzard that slowly rises in intensity is
manifested. If the runes that empower this spell take 50 fire damage, it
immediately ends.
:
**Hour 1:** The area is covered with powdered snow and hail, making the entire area
lightly obscured. Nomagical flames can't be maintained. Creatures who venture out
in the open without heavy winter clothes or magical protection are instantly
*chilled*, and become *frostbitten* after 10 minutes.
:
**Hour 2:** Nonmagical clothes no longer protect creatures from the stasis storm,
and the *frostbitten* condition is applied instantly instead of *chilled*. After 10
minutes, creatures become *frozen* instead of *frostbitten*. Minor structures
(shacks, wooden towers...) are pierced by the cold storm and no longer protect
creatures from the effects of the stasis storm.
:
**Hour 3:** The effects from hour two remain active, but spells of 5th level or
lower are disrupted by the arcane cataclysm, and become impossible to cast within
the area of effect. In addition, creatures become Soul Chilled after being exposed
to the blizzard for 10 minutes. Only the sturdiest structures can resist this
frozen onslaught: castles, underground bunkers... Weaker buildings freeze over,
losing their protective benefits against the frost.
:
If the spell lasts for its full duration, every creature affected by a congelation
effect within the area is *death frosted*.
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You utter an infernal vow that promises swift demise to a creature within range. On
your next turn, your first attack against that creature has advantage and deals an
additional 1d10 fire damage, provided the creature is still within range. If the
target leaves the range of the vow, the spell ends.
:
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
:
#### Immolate
*3rd-level evocation*
You conjure a flame that consumes your enemies from the inside. A creature within
range must succeed on a Constitution saving throw or take 4d6 fire damage as their
innards burn. A creature that fails the save catches fire for the duration, taking
4 (1d6) fire damage at the start of each turn until the flames are doused with
water, cold damage, or by using an action.
:
On subsequent turns, you can use a bonus action to intensify the flames, increasing
the damage taken at the start of each turn by 1d6.
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You emit a guttural whisper, a primordial blasphemy forged in the fiery pits of
hell. A creature of your choice within range that can hear you must succeed on a
Charisma saving throw or take 28 (8d6) psychic damage and be *stunned*. At the end
of each of the creature's turns, they can attempt the save again, ending the effect
on themselves on a success.
\page
## The Nova Spellbook
:
There's no power in the universe mortals haven't observed, researched, and
exploited. The latent energy of the Eminent Star is no exception, having yielded a
good crop of uniquely useful arcanisms.
:
Stellar Refuges are a great place to find a tutor in this subtype of arcana, or to
purchase some crumbling scrolls from a passing merchant.
You consult the ever-watching stars and celestial bodies for information about a
creature's character. Make a spellcasting ability check with a DC of 8 + the
target's level or CR. On a success, you learn the target's current alignment, and
may also glimpse at its most immediate motivation. Unless they see you and are
familiar with the spell, they are not aware of your reading.
#### Starfire
*3rd-level evocation*
You call down mauve flames upon a creature within range, who must succeed on a
Charisma saving throw or be affected by this spell. This magical fire consumes
arcane energy instead of physical matter. When a creature first fails this save and
at the end of each of their subsequent turns, they must choose what the fire
consumes: a spell slot (of the target's choice), a charge from a magic item they
are attuned to, or some other arcane resource equivalent in power to at least a 1st
level spell slot---for example, 2 sorcery points.
:
If the target has no arcane resources available to it, this spell has no effect.
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#### Cosmic Singularity
*7th-level conjuration*
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and be absorbed by the orb. This space is a {{width:40px}} small demiplane from
which absorbed creatures {{width:40px}} can see their surroundings as if they were
standing {{width:20px}} in the orb's place. Creatures absorbed by the orb cannot be
affected by effects outside of the demiplane, and can't communicate with creatures
outside of it, unless by magical means (such as a *sending* spell).
:
To exit, absorbed creatures can teleport away or use an action to try to pierce
through the opaque boundaries, rolling a Strength (athletics) check against your
spell save DC, exiting at a place within 5 feet of the orb on a success. At the
start of your next turn, the orb collapses in a flash of dark energy, dealing 6d6
force damage to all creatures within it, and instantly transporting them to a
random location within the Astral Sea.
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# The Astral Arcana
:
*Proximity to the primordial celestial bodies has led the inhabitants of the Nova
Clusters to develop a mighty collection of spells that use the energy of their
ancestral domain. These are a few examples, gathered by the City of Strings for the
benefit of your spellbook!*
:
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#### Astral Dust
*abjuration cantrip*
You conjure a nebulous cloud around your body, obscuring your movements and making
you momentarily harder to strike. You gain a +1 to your A.C that lasts until the
start of your next turn. A creature that does not rely on sight to strike ignores
this benefit.
:
The A.C bonus increases to +2 when you reach 5th level.
A rippling current of force extends from a point within range, pushing objects and
creatures outward as it expands. Creatures within 20 feet of that point must make a
Strength saving throw, taking 2d10 force damage and being pushed 10ft. away from
the point on a failed save. On a successful save, they take only half damage and
aren't pushed.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3nd level or
higher, the damage increases by 1d10 for each slot level above 2nd.
Gravitational force surrounds your body for the duration, granting you the
following benefits:
:
- Your melee attacks deal additional force damage equal to your spellcasting
ability modifier.
:
- You have advantage on checks to grapple and shove other creatures. Additionally,
checks made to grapple or shove you are made at disadvantage.
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:
- Your jump distance is doubled, and you gain a 10ft bonus to your walking speed.
#### Nebula
*9th-level, multiple schools*
You spawn a 30 foot radius sphere of swirling cosmic energy centered on a point
within range. When you first cast this spell, choose one of the following variants.
The effects take place when a creature first enters the area of the spell, and when
they start their turn within it.
:
***Gold: Orion's Chains.*** A gleaming constellation manifests, magically holding
down creatures within the area, who must succeed on a Wisdom saving throw or be
paralyzed. At the end of each of their turns, they can attempt the save again,
ending the effect on themselves on a success.
:
***Red: Burning Core.*** A miniature sun spawns in the middle of the sphere,
attracting and scorching creatures and objects within the area. Creatures must make
a Strength saving throw or be pulled to the center of the sphere, taking 6d10
radiant damage and 6d10 fire damage, before being spit out by a flare, landing in a
place of the caster's choice 20 feet away from the center of the Nebula's area.
:
***Blue: Particle Accelerator.*** Lightning-fast specks of celestial dust travel
around the area. Creatures within it must make a Dexterity saving throw, taking
10d12 force damage on a failed save, or half as much on a successful one. Creatures
killed in this way are molecularly destroyed, turning into transparent, glue-like
goo.
:
***Purple: Unendurable Eminence.*** The true power of the stars is making and
unmaking reality to their will. Creatures within the area must succeed on a DC 10
Charisma saving throw or take 150 force damage that cannot be prevented in any way.
Creatures killed in this way disappear without leaving behind a body. The DC
increases by 2 each time a creature has to roll it between long rests. Nonmagical
objects of the caster's choice are instantly unmade in this way.
:
You can change the current effect of the Nebula or move its center by 10 feet by
spending an action on your turn.
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::
## Yokai Curses
Some Yokai, notably the Yokai of Envy, use particular spells, created within the
Narak, to bring chaos to the world. These are the few that Daxin scholars have been
able to decipher. To cast one of these spells in Asiore carries the death penalty.
:
#### Twin Fangs
*2nd-level necromancy*
You summon twin spectral fangs from your outstretched hand, targeting a single
creature within range. Make a spell attack. On a hit, the target takes 3d6 poison
damage and must succeed on a Constitution saving throw against your spell save DC
or be poisoned for a minute. If the target of the spell is already poisoned when
the attack hits, this spell does not consume a spell slot.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d6 for each slot level above 2nd.
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:::::::::
#### Heartsteal
*4th-level necromancy*
You steal the vitality of a creature within range and regain some of your own. The
target of this spell must make a Constitution, taking 25 (10d4) necrotic damage on
a failed save, or half as much on a successful one. For every 4 rolled on the dice,
you regain 4 hit points.
:
**At Higher Levels:** When you cast this spell using a spell slot of 5th level or
higher, the damage increases by 2d4 for each slot level above 4th.
:
#### Greater Sleep
*5th-level enchantment*
A bright streak of purple stars travels from your fingertips to a point you choose
within range and summons a magical gas that spreads around corners. Each creature
in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw.
A creature that fails the saving throw falls into a deep, dreamless slumber that
they can only escape if a condition set by you is met, the target takes at least 10
damage, or a full hour passes. Creatures immune to being charmed cannot be put to
sleep in this way.
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## Dynast Magic
:
Like other beings of great power, the draconic dynasts of the Rippling East power
an interesting subset of arcanisms by the mere fact of their existence.
You need not worship them to use these, though that path is one that has earned
many warlocks and sorcerers their power -- you merely need to understand the
intricacies of their magical nature enough to draw upon it.
:
#### Water Drake
*conjuration cantrip*
**Casting Time:** :: 1 action
**Range:** :: 30 feet
**Components:** :: V, S, M (a gallon of water)
**Duration:** :: concentration, up to 1 minute
You raise a semi-spectral aquatic dragon from the water used to cast this spell at
a point within range. It immediately breathes scalding steam in a 15 foot line in a
direction of your choosing. Creatures within that area must make a Dexterity saving
throw, taking 3 (1d4) fire damage on a failed save, or half as much on a successful
one. On subsequent turns, you can use your bonus action to make the water drake
breathe steam again.
:
This spell's damage increases to 2d4 when you reach 5th level, 3d4 at 11th level,
and 4d4 at 17th level.
#### Serpentine Swipe
*2nd-level evocation*
You perform a quick swirl, and a spectral draconic tail follows your movement,
bludgeoning and tripping those around you. Creatures in a 20 foot circle around you
must succeed a Dexterity saving throw or take 3d8 force damage and be knocked
prone.
:
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each slot level above 2nd.
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#### Echo of Leung
*5th-level enchantment*
A powerful shout commands the respect and subservience of all creatures that can
hear you within the range of this spell. They must succeed on a Wisdom saving throw
or be unable to attack you and purposefully target you with damaging spells for as
long as you maintain concentration.
:
Additionally, when you first cast the spell, you can choose a short mental order
that must be followed by all creatures that fail the saving throw on their next
turn, as per the *command* spell.
::
#### Reflective Scales
*8th-level transmutation*
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{{footnote Yungar & Daxin: An Alliance for Satokai}}
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