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Contenting Aura

4th-Level Transmutation
Casting Time: 1 action
Range: 30 feet, centered on a point up to 10 feet from self
Components: V, S, M (a crystal)
Duration: Concentration, up to 10 minutes
You alter the energy in a given area within range, which may feel warm or cool, depending on your
choice (or colour of the crystal used). For the duration, any creature within the area has resistance to
necrotic damage, advantage on saving throws against life drain (and other effects that reduce hit
point maximum), and whenever a creature within the area is healed by a healing spell, they receive
1d4 temporary hit points. This spell does not work on undead or constructs. Additionally, any creature
with vision, and is within the aura notices a slight appearance of colour in the air, inside and outside of
the aura, which is the colour of the crystal used.
Eldritch Art:
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a crystal)
Duration: Concentration, up to 30 minutes.
You generate harmless magic the colour of the crystal up to 2 feet (+ your spellcasting ability modifier
* 2) in width and 5 feet (+ your spellcasting ability modifier * 5) in length. It can be small and hover
around yourself, extend farther with grace, you can use the magic for performance, use the magic
during meditation, etc. You may allow the energy to radiate a feeling from cool to warm. If you extend
the magic beyond 5 feet in width or 12 feet in length, your DM may have you make a constitution
saving throw to remain in concentration. You have advantage on this saving throw if you are out of
combat.
Eldritch Bolt:
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: S, M (a crystal)
Duration: Instantaneous
You hurl a bolt of magical energy the colour of the crystal used at a creature within range. Make a
ranged spell attack against the target. On a hit, the target takes 1d10 force damage. Anything that
would grant immunity to magic missile also applies to eldritch bolt. This spell's damage increases by
1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th (4d10).
Empathy
1st-Level Enchantment
Casting Time: 1 action
Range: 30 feet
Area: 30 feet radius centered on you
Duration: Concentration, up to 1 minute

You detect the surface emotions of any creature you can see that is in the powers area. You can
sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty,
curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. You
additionally gain a +1 bonus to Insight checks for the duration of this spell. The duration of this spell
increases by 1 minute for each spell slot level above 1st used to cast this spell.
Enchantrix:
Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: None
Duration: Concentration, up to 10 minutes.
For the duration, you may add +1 to any Athletics or Acrobatics check, Strength or Dexterity saving
throw, or any generic Strength or Dexterity check at the DM's discretion (e.g. pushing a heavy cart,
but not flexing muscles). If you fail any of these checks, you must make a Constitution saving throw to
stay in concentration. This spell may only be cast once until a short or long rest is completed.
Extrasensory
1st-Level Enchantment
Casting Time: 1 action
Range: 30 feet radius centered on self
Components: None
Duration: Concentration, up to 10 minutes
You can sense the general direction of any creature within range, and you can perform a Perception
check against your spell save DC to locate that creature. You may also use this check to listen to the
soundwaves within a 5 foot radius in a desired spot within range. You are vulnerable to thunder
damage if you do this. You additionally gain a +1 bonus to these perception checks when you close
your eyes to do so. The sensory effects of this spell are received from signal waves coming from their
origins, so interruptions may occur if they are in the way between you and the location you are
attempting to sense. At least 1 foot of solid stone, metal and wood interrupt the reception. You may
maneuver to receive these signals again. You can sense living and undead creatures, which each give
off different signatures when sensed. You cannot sense the dead or constructs unless there is some
kind of justifiable life force associated with these creatures. Sound does not discriminate between
creatures, however.
Force Weapon:
3rd-Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage
types: force, cold, fire, lightning or thunder. For the duration, the weapon has a +1 bonus to attack

and damage rolls, with the bonus damage being in the chosen type. The attack and damage bonuses
increase to +2 when casting this spell at 4th, 5th or 6th level, and +3 at 7th, 8th or 9th level.
Outer Enchantrix
2nd-Level Enchantment
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 10 minutes.
You touch a willing creature. For the duration, they may add +1 to any Athletics or Acrobatics check,
Strength or Dexterity saving throw, or any generic Strength or Dexterity check at the DM's discretion
(e.g. pushing a heavy cart, but not flexing muscles). If they fail any of these checks, or are hurt or take
any damage, they must make a Constitution saving throw to stay in concentration. This spell may only
be cast once until a short or long rest is completed. Breaking concentration still applies to you, as well,
but only when you are hurt or take damage.
See Into Aether
3rd-Level Divination (Ritual)
Casting Time: 1 action
Range: Self
Components: M (a crystal)
Duration: Concentration, up to 1 hour
For the duration, you can see magical energy in the air, as well as the auras of the living and the
undead, which is the colour of the crystal for the energy and the living, and an ugly dark colour for the
undead. Things and people which are magically-empowered have an extraordinary amount of energy
centered around their auras, but your DM must have you perform a Perception or Investigation check
against your spell save DC to find out. Additionally, you gain a +1 bonus to Religion checks for the
duration, and you may make one against your spell save DC to tap into and feel the energy of a
particular deity. To do so, you must be in prayer or meditation, and having your eyes closed, unless
the situation calls for sight.

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