Wepons Accesories
Wepons Accesories
1. Tears of faith: healing liquid seeps from your eyes healing you for 1d4 * wis mod Only
2. Heroism: once per long rest, encourage a target. Cures status effects like fear, most
forms of rage, charm, mind control, and grants inspiration enhancing proficiency by +2 to
● Mastered variation: cures any status effect, grants proficiency +4 to any rolls. For
3. Aegis: create an aura around you in a 10 foot radius, all standing in the aura gain +2 ac
● Master by shielding 5 creatures from taking damage and 5 creatures from failing
a save.
4. Cure food: curing food will remove any harmful effects caused by tampering or age (to
an extent), this also makes the food last longer and enhances certain benefits from
eating food.
5. Searing smite: The next time you hit a creature with a melee weapon attack during the
spell’s duration, your weapon flares with red-hot intensity, and the attack deals an extra
1d6 fire damage to the target, causing the target to ignite in flames.
6. Warding bond: This spell wards a willing creature you touch and creates a mystic
connection between you and the target for the duration of the spell. While the target is
within 60 feet of you, it gains a +1 bonus to AC and saving throws, it also gains
resistance to all damage you are resistant to, and vice versa. Each time it takes damage,
7. Ceremony: long rest required, a low maintenance spell that takes 6 hours to perform,
this can bless an object or up to 2 people for the rest of the next day, enhancing “good”
or clearing “bad” effects, this can also be used to reduce an item's weight for the day.
8. Distance symbol creation: you can form a holy symbol at a distance, allowing you to
create a holy symbol even if you cannot reach the area, you still need to activate
physically. 20sp. Master by using 10 times and activating 10 times. When mastered you
can make symbol requirements for the symbols activation, such as “symbol will activate
1. Lightning javelin: enhance daggers to be enchanted with lightning dealing the damage of
the dagger along with 50% lightning damage for 1d4 turns. 30sp
2. Thunder touch: grab a target, thunder flows through the casters grasp, dealing a d12 for
every dex mod, set shock if half of the damage rolls are even. 40sp Master by using the
attack on a shocked target to stun them 5 times. When mastered the grasp chains to
3. Lightning jolt: you can run extremely fast tripling your distance per turn and allowing you
to attack 3 times per turn when using a light finesse weapon. Lasts for 6 30sp Master by
running 10 mile a day for 1 week, when mastered, free when out of battle as long as you
4. Ball of lightning: hold a weak orb of electricity, this will deal very low damage (1d4),
gradually growing by 1 d4 for every point in your wisdom modifier, when able to deal half
damage it starts to set shock, roll to keep focus every turn, if failed the orb will either
shoot an ally or disappear (your choice). 40sp, free after the first cast in a row. Mastered
by holding for 8 turns in a row. When mastered you can now choose to roll to increase
the damage instead of rolling for concentration, if failed the damage die has a 50%
chance to reduce. When half damage is achieved, the die is improved to a d8. Mastered
5. Thunder clap: clap your hands together as fast as you can releasing a shockwave of
thunderous energy dealing half of your dex and wis mod of d12 thunder damage, and an
6. Overcharge: you can overcharge an object giving it significant thunder damage, or
overcharge a person, giving them their wisdom mod to attack rolls or dealing 1d4 per wis
mod of thunder damage on any attack. Overcharge ends when struck releasing electrical
energy dealing 3d10 thunder to attacker and the attacked.35sp Master by getting 3
allies and the caster overcharges at the same time, when mastered overcharge gives
uncanny evasion that can be used 3 times then overcharge will disperse, the ending no
7. Conductive aid: choose a target in sight, they gain a +2 to rolls and become “conductive
healing” any natural or magical thunder that hits them heals them for half of the damage
to an extent. If you are over healed by this, you will explode into lightning dealing 3 d10
damage to you and anyone in 10 feet of you.20sp Master by healing 200 health using
this, when mastered the damage increases to 5 d10 but it is halved to you.
8. Tempest of knives: throw 3 d4 daggers dealing the usual dagger damage, the hit targets
become conductors, lightning passes through them and lightning attacks roll with
advantage against them until hit once. Master by throwing 100 daggers 0/100, when
mastered add your wisdom modifier for thunder damage per dagger on top of the usual
9. Borisiuom’s bolt: float in the air,it begins to tingle around you, reaching out your hand, 1
d4 bolts form, throwing them to the ground each dealing 5 d10 thunder damage. Each
bolt takes% 75 sp but multiple shooting down increases the damage by 40 per bolt
added after the first bolt. using all sp takes you out of the fight.
10.Storm call: you raise your arms, lightning and thunder spark and fire from your fingertips,
the thunder strikes back. A gale storm uproars around you, 1 d4 holy thunderbolts fire
down on the battlefield, these deal 3 times your wisdom modifier, hitting the enemies and
setting “holy glare”. Master by dealing 400 total damage. When mastered you may roll
with 2 dice, if the collective is between 20-30 you get a crit, but a holy thinger bolt will fire
1. Branding strike: prepare a strike with the power to burn a foe. Make a weapon attack
dealing its normal hit die, add an extra 1d6 fire damage plus proficiency bonus. 10sp
- When mastered, the target must succeed a wisdom save or be branded, they
take an extra 1d6 fire damage on all attacks until the end of your next turn and
are weak to fire if they weren’t.
2. Embers: warm embers float off of your arm towards a target dealing 1 d6 damage.
- When masters the caster may use as a bonus action for free after initial cast,
cost: 5 sp
3. Upgrade to embers: Radiant Ember: You create a small, radiant ember in your hand and
fling it towards a target within range. It resembles a glowing, miniature sun. dealing 1d6
fire 1d6 radiant damage plus your proficiency bonus to the target. Undead and friends
take an extra 1 d6 radiant damage. The ember then dissipates, leaving a faint, warm
glow in the area where it struck.
4. Upgrade to Branding smite: strike in a downward motion, a column of radiant fire
descends from the heavens upon a target. The flame appears white or golden and is
accompanied by a chorus of celestial whispers. The target must make a Dexterity saving
throw or take 1 d6 and 1d8 radiant damage. Undead and friends take an extra 1 d8
radiant damage. The fire leaves behind a brief, lingering scent of lilies and purity.
5. Candle Cradle: You envelop yourself in a gentle, radiant candlelight that extends in a
10-foot radius around you. It functions as dim light and is warm and comforting. While
active, you and friendly creatures within the light gain advantage on saving throws
against charm, frighten, and enrage. The light appears as flickering, ethereal flames.
- Master by protecting yourself or friendly creatures from one of the given statuses.
When mastered
Town of steel spells and dreams rank 1: aces to ranking system and basic shops.
First flame bible
1. Sphere of the covenant: 6d6 + wisdom modifier damage over an area of 10 feet around
the target will take half damage and not be set on fire on a successful con save. Double
damage when you've cast the spell on an enemy resistant to flame. 30sp,. Master by
hitting 50 targets.
- when mastered you can increase the amount of sp by 15 to increase the damage
die by 2 d6
2. Lords tears: lava drops fall from the sky, your enemies, in its range, are hit with 1 d12
tears searing them for a d8 + wis mod for every tear. Half damage on a successful dex
save. Damages you and your allies until you deal a total of 150 damage. 5sp per drop
3. lord's skin: a thin layer of magma flows gently against your skin. This gives 3 d12 magic
armor and grants resistance to heat based attacks and affects, after a use the armor
time will change to pys, then interchange. A warm stone coat protects you. You are set
with “on fire” until saving yourself from magic damage equivalent to 8 times your first
cast. 30sp
4. Blaze of glory: select a target, non willing targets make a wisdom saving throw. On a
failed throw, or if activation is allowed, the target rolls 2 times on attack rolls, if one roll is
a 20 it is not treated as a critical success, but if the two rolls collectively add up to 20-23
then it is treated as a crit, two 20’s will be a super crit and deal 4x damage. After 2 turns
of Blaze of Glory being active, or a crit. The affected will combust,all creatures within a
10 foot radius, including the caster and allies, must roll a dex save, on a failed save, a
creature takes 4d6 thunder and 4d6 radiant damage. Taking half as much on a success.
Mastered when the caster deals 300% of their max health to themself in total. Only take
half damage on a failed save and non on a success when mastered 25sp
5. Conflagration: set all flammable substances in the area ablaze, wood and other
constructions are not affected. All candles in the area are also set off. you and your allies
are set with “warm” and some close by flammable constructions are set on fire as well.
30sp adds 4 d8 damage + 50% damage to enemies and your allies are safe while the
6. Heat dome: cast a sphere in which all in the area that are ally heal 10 pys & 15 mag
armor as well as giving resistance to fire and ice affects/attacks. 50sp, sp cost reduced
7. Flash point: burst into a bright flame for a moment and teleport. 25sp per 10 feet. Master
by teleporting 200 feet in a day. Mastered, teleports out of combat are free if within 25
feet, must have one action in between each teleport to remain free as well.
8. Cerulean inferno: shoot a burst of highly damaging fire dealing the damage of the last
three fire spells + 50% you the same damage to a max of 75% of your hp, enemies are
set with cremation, you are set with cremation until mastered. Deal 200 cremation
9. Preaching volcano: summon a small volcano lasting 1d4 turns. It fires out blessed
molten rock at a random person per turn dealing 3 d8 blogoning and 4d10 fire damage
to the target, the target must roll a dex save taking full damage on a successful save and
full on a failed one. After the final turn it will erupt dealing 6 d10 to up to the max amount
of people on the field. Master by erupting 10 times, when mastered caster and allies
have resistance to the damage caused and may roll against it to doge DC22. and the
volcano will set holy glare on targets who failed their save. 60sp
10.Blessed ball: fire a big ball of holy flame dealing 1 d100 damage, this will cause lava to
linger on the floor for 2 turns, this can give 2 actions to allies who step on it up to 3 times
and sets holy glare. you can only use this once per day. 85 sp 2 spell slots master by
gaining god's favor, when mastered only 1 spell slot is used and reduces cost to 60sp or
1. Toxic terraform: replace any substance with a poison of varying effectiveness; roll a d12
to find how efficient it is, the poison is enhanced by a potency of your intelligence
modifier multiplied by the roll, the user of the poison cannot be the creator, and they will
take half of the poisons damage for a d4 turns (this cannot kill), mastered by getting
poisoned set on 20 different enemies, when mastered the damage on the user becomes
healing and you may decide to add your intelligence mod or wis mod, and half of the not
chosen one, to the potency equation. 20sp+10% max hp until mastered, then 25sp.
2. Venomous form: the caster can change their, or a willing target’s, appendage (or add
another) to a poisonous creature’s and gain their ability (i.e. scorpion tail, or vipers teeth)
these deal poison damage and have different uses depending on the appendage. This
lasts until the caster dispels it, the targeted moves too far from the target, or a long rest
occurs. Until mastered, by changing/adding 20 appendages, the target loses half of their
intelligence modifier and must make a wise save to keep control of the body part. 40sp
3. adulteration: set a status on a target, all that the target uses for 4 turns becomes
incredibly reduced. 25sp Consumes a poison bottle and weakens an ally of the casters
choice until mastered, by performing the spell 10 times and an initially targeted, i.e. not
an ally, must get a crit while affected. When mastered the spell costs 30sp and is able to
disable critical hits of enemies and you do not target an ally to use the spell.
4. dilute and reform: you are able to disable the poison from a potion up to medium. Master
5. Miasmatic montra: utter the words of the provenance fill a large area with a putrid poison
dealing constant damage to all in the area, 10 damage to all in the area per anyone’s
turn, 40sp, the area of effect will remain as long as you continue to mutter. When
ended the teleport. 20sp poisonous the caster until mastered. Mastered by teleporting 8
7. Profaned puff: put an area on the field that heals a target by 3 times your wis mod the
first time they enter it, can be used 2 times. 40sp master by healing an ally 4 times in a
battle. Mastering reduces cost and increases beal to 3 times wis mod +4
8. Blighting bite: grab an enemy and bite them dealing 1d8 tearing damage and 3 d12
poison. After biting you gain a poison breath that can be used 3 times as a bonus action
dealing half of the damage of the bite attack. 40sp Master by biting 15 enemies,
mastering reduces cost and allows for damage die increase up to wis mod by expending
15 more sp
9. Tainting touch: grab a target and deal 4 d8 poison damage and set “tainted” this causes
all objects that the opponent touches to become tainted, they are significantly more likely
to be set with any negative status and they are more powerful when activated. Master
by causing 10 status effects on a target that is tainted. When mastered, you may set up
10.Curing touch: touch a target in reach and cure statuses such as magically cased
disabilities such as blindness, crippled, dazed, mana sickness, potion sickness, and
many others. 3 uses a day 50sp. Master by curing 5 people of a status that would prove
lethal the next turn. Mastering provides you with unlimited uses, sp starting at 30 and
11.Life/death's breath: a light blue fog emits from the casters mouth and revives a target to
10% hp. A turquoise fog emits from the casters mouth, this causes immediate death to
anything that has half of the casters current hp and half of their current hp. 80 sp one
use a day. If Death is used without a proper target; you lose all of your hp, the enemy
takes 2 times as much damage. being downed this way stops you from being revived for
1. Freeze floor: cover the floor in a thin layer of frost, the floor is slippery, anyone walking
on the frozen surface must roll every 10 feet to not fall prone. 20sp master by making 15
people fall over. When mastered you and your allies cannot fall over and the frost can be
2. Dome of frost: create a small dome or wall of incredibly durable ice, if used as a wall the
ice is able to sustain substantial damage with 60 (10 d10) 1HP, making it an excellent
tool for defense, and when focused on for a long enough time, the ice wall can remain in
place for several days. Sp 40. Master by defending against 200 damage, when
mastered, all inside of the dome also gain casters wis mod (Minimum of one) d10 mag
changing the bonus that weapon benefits from to intelligence. Sp 25 Master by using
this spell and attacking 30 times. When mastered you may add a magical affinity to the
weapon and the weapon may gain any base stat bonus.
4. Summon totem-ice: the totem shoots an ally who was healed, adding its own wis mod of
5. Fozone: enchant an area of 15 feet around you, the ground becomes difficult terrain for
enemies, but your allies can move 2 times faster while in the area. 20sp Master by
helping allies move 300 feet in total. When mastered, all allies in the area also gain an
extra main action when they start their turn within the Frozone.
6. Ice sickle: enchant someone's weapon, their strikes deal half of their damage in ice
damage on top of its initial damage up to a max of the casters' wis mod. 30sp. Master by
dealing an extra 250 damage. When mastered the max is now removed, but if the
damage goes above 2 times your wis mod, the spell has a cooldown of 2 turns.
7. Reservoir of restoration: hold out your hands in a cup formation, the hands fill with water,
slashing outward healing all in the 20 foot radius for 3 d6 + wis mod. 35sp master by
healing at least 2 party members from bloodied in a single battle 5 times. When
mastered the hp regained is buffed to 3 d12, and all healed members heal for 50% of the
8. Frostful field: summon a large gentle snow, this can put out fire, set cold, and is able to
be cast indoors. 10sp. Master by using for a functional purpose 10 times. When
mastered you can grant allies resistance to fire based attacks, grant advantage on saves
9. Bless water: ask the god of frost to bless a medium sized pool of liquid in front of you,
casting takes 2 hours of rituals. The water can be used to heal by %, roll a d 100 up to
50%, 80% of crit. The water can be used to cure status ailments and the pool remains
blessed for 12 hours. 20sp. Master by aiding someone 25 times. When mastered the
holy water can add 2 d10+ wis mod mag and phys armor when used and may cure
10.Well of life: when someone is downed, you may summon a well of holy water, dipping
them in to allow them to be revived with (4 d10 + 10)% of their max hp. If someone else
has a revive spell on the current party, the limit of 2 uses per day is increased to 4 uses.
Master by healing a downed ally or target 10 times. When mastered you may use the
ability to revive an ally 4 times base, and the well blesses nearby allies who drink from it.
Knife: acts as a catalyst. Strike a foe dealing 1 d12+4 damage and sets 1 d12% blood rot
● shoot 3 orbs of blood at up to three targets. Each of these deals 1.5 of your wisdom
modifier damage. Each shot imposes a con save on the target, on a failed save, blood
● Master by hitting a person that has blood boil with a physical attack 8 times in a fight.
a) When mastered you may shoot up to your wisdom mod in bolts, this costs 10 sp per bolt
over 4, you may also use bleed blaze instead of blood boil, this increases the physical
damage done my of the affected by 20% but they take 20% of their hit die of their max
b) They have advantages to strength checks and saves, but disadvantage to charisma
saves.
c) If this is used the caster is set with bleed burst increasing the damage you deal with
magical attacks by 25% but you get a point of exhaustion everytime this is used.
d)
2. Crying coagulation: send out a wave of betrayal and disdain, everyone in the area,
including you, must make a wisdom saving throw, failing throws heal you for 2 d10 + 2
times wis mod damage each. If you fail, you gain no healing and a wraith is attracted
from the agony in the air. 20sp master by killing 5 wraiths during a fight with at minimum
3 other people or healing 4 times your max hp. When mastered you can roll for
charisma, you no longer need to roll. You now heal for 2 d10 + 3 times your wisdom
mod, if you chose to use 3 times you still need to roll. Also, Instead of healing you may
summon a phantom of hate, the phantom becomes stronger with higher health.
3. Solemn soot- Baleful brimecold: send a cold from the deepest, coldest depth of hell
herdling toward your enemy. The brimecold strikes the enemy shattering, releasing a
handful of tormented souls, dealing 4d8 cold damage and 8d6 spirit damage, a small
chance to set fear on hit. 35sp. Master by setting fear 5 times. When mastered you can
have a mid chance to set fear or frostblight (your choice) the chase is increased if the
4. Sollum soot-Ghastly grasp: ice spirits, damned to never feel warmth again, answer your
call, desperate to return to the land of the rising sun. grapple dc18 to doge dc 22 to
escape, lasts 3 turns. If grappled for 2 turns you are set with frigged, if they hold you for
the whole duration you are “cursed”. 30sp Master by grazing 10 people for the whole
duration. When mastered the grasp deals your wisdom mod in damage, if you choose,
and costs nothing the first 2 times it misses in battle. Master mark 2 by dealing 50
5. Change water/blood: change blood to water and vice versa. 20sp per 10 blood 10sp per
grabbing, tearing at anything that gets too close. Dealing 5 d10 could damage anything
that gets within 5 feet of you for the first time on any turn. 25sp Master by dealing 300
cold damage. When mastered the radius is extended to 10 feet, damage being dealt
every 5 feet traversed, at 10 feet mark the damage is 6 d10 at the 5 foot mark the
damage is 4 d10 cold and 2 d10 spirit, while in the 5 foot mark, the attack rolls with
7. Armor of bleed thorns: cover yourself head to toe in inward and outward facing thorns.
You gain 4 times your wisdom modifier as both phys and mag armor. Everytime you are
hit, the thorns change face. Face1, gain blood blade on a sharp weapon, bleed blade
deals 4 d12 phys damage and sets 1 d100 % scratched, until bleed is set. Face 2,
frostblight blade gained on a sharp tool, frostblight has a 50% chance to set curse, when
curse is set, 25% chance to set frostbite. Taking damage opposite to the resistance
causes both the attacker and you to take 50% of the damage dealt on top of the initial
damage. 35sp Master by taking 250 extra damage due to thorns. Master become 50%
resistant to the damage of your current face, you take 25% of the damage while the
8. Carnelian carnage: slam the ground, bleeding pillars grow around the battlefield. The
pillars shoot icor filled blood at your enemies dealing 5 d10 blood damage 1 d4-1 times,
if the damage is over 30 the enemy’s armor is reduced by 20% for 2 attacks. The blood
pliers can be used for 4 blood attacks, increasing the damage of spells that do not
require extra blood by 25%. 60sp Master by using 20 pillars and the pillars deal 500
damage. When mastered the pillars shoot dealing 6 d10 blood damage for 1 d4 damage,
the reduction is 25% for 4 turns, and can be used 5 times. 65sp
9. Hemo hex: you may roll with advantage against people when using blood
magic/weapons for 1 d4 turns. 25sp Master by using the advantage for 20 attacks with
success. When mastered, if a 4 is rolled you may chose several differing effects, you can
reduce the crit to an 18 and have a nat 20 be triple crit, but failed hits give enemies
advantage and the turn count is reduced to 2, you can chose for the hex to deal blood
damage to attacking targets, half the damage of your previous attack, or half the
damage they do to you, or reduce one of their modifiers but give them rage hearts. 40sp
10.Blood coffin: an attack used in the past, long forgotten in the arsenal of redacted. coat an
enemy with a substantial amount of blood and clench your hand into a fist dealing your
wisdom mod of d10 blood damage and 1 d4 d10 bludgeoning damage.50sp + 20 blood
Master by crushing 20 people. When mastered the blood damage is increased to d10,
Cantrip:
Lunar Mend
School: Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A soft glow of moonlight envelops your touch. You restore 1d4 hit points to a creature you touch.
School: Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
Bathing yourself in moonlight, you regain hit points equal to 1d8 + your spellcasting ability
modifier.
Healing Moonbeam
School: Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a healing moonbeam at a point you can see within range. Each creature in a 5-foot
radius must make a Constitution saving throw. On a failed save, a creature takes 1d6 radiant
healing, and on a successful save, it takes half as much. The moonbeam moves with you, and
you can use your action to move it 60 feet in any direction.
Restorative Radiance
School: Evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature, restoring 2d6 hit points and ending one effect on it causing it to be
charmed or frightened.
Moonlit Revival
School: Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of lunar dust)
Duration: Instantaneous
You channel the soothing energy of the moon into a creature you touch, bringing it back from
unconsciousness. The target regains 1 hit point.
Kaijin no Ikari
1. Frostbite
1st-level evocation
2. Shape Water
1st-level transmutation
3. Ice Armor
2nd-level abjuration
4. Water Walk
2nd-level transmutation
5. Sleet Storm
3rd-level conjuration
6. Control Water
3rd-level transmutation
Summon shadows that reach out to grasp a creature within range. The target must
succeed on a Strength saving throw or have its speed reduced by 10 feet and take 1d6
necrotic damage at the start of its turn.
Summon a skeletal hand that reaches out to grab a creature within 5 feet of you. Make a
melee spell attack. On a hit, the target takes 1d8 necrotic damage, and its speed is
reduced by 10 feet until the start of your next turn.
Your touch causes a creature to become briefly weakened. Make a melee spell attack
against a creature, dealing 2d6 necrotic damage, and the target must succeed on a
Constitution saving throw or have disadvantage on its next attack roll.
Unleash a bolt of negative energy at a target within range. The target takes 3d8 necrotic
damage on a failed Constitution saving throw, or half as much on a successful one.
Create a spectral tether that latches onto a creature within range. The target must
succeed on a Dexterity saving throw or be restrained. A restrained creature can use its
action to make a Strength check against your spell save DC to end the restraint.
Channel negative energy to wither the strength of a creature within range. The target
must make a Constitution saving throw or take 2d6 necrotic damage and have
disadvantage on Strength-based attack rolls and Strength checks until the end of its next
turn.
Summon ethereal hands that wrap around a creature within range. The target must
succeed on a Strength saving throw or be restrained. A restrained creature can repeat
the saving throw at the end of each of its turns, ending the restraint on a success.
Animate a nearby corpse's hand to reach out and grasp a creature within range. The
target must succeed on a Strength saving throw or be grappled by the animated hand.
The creature can use its action to make a Strength check against your spell save DC to
end the grapple.
ICE/COLD
1. Eldritch flurry
School: Evocation
Level: 2
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Unleash a flurry of hail haunted by damned souls. The target and those in a 10 feet radius
centered around them must make a constitution saving throw, or take 3d6 cold damage, and be
affected by a frigid despair on a failed save. Enemies take 30 somber, the caster gains 20. 20sp
- Master by dealing 75 damage and infecting 3 creatures with despair. When mastered
damage is increased to (), the creatures now take () despair & caster takes ()
School: Evocation
Level: 2
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
Transform into a streak of frigid wind, covered in faces of anguish. During this time, your
movement speed is doubled, and you can pass through creatures and obstacles without
impediment as if it were difficult terrain. While transformed the caster must make a wisdom
check at the beginning of their turn or gain 10 somber. Any creature you pass through must
make a dex save or take 2d8 cold damage and 15 somber.
School: Abjuration
Level: 2
Casting Time: 1 action
Range: Touch
Components: V, S,
Duration: 8 hours
Conjure a protective mantle of gripping frost aspiring as hands along the body, enveloping the
touched creature. The cold grants the target resistance to fire damage and serves as a
deterrent, dealing 1d6 cold damage and 10 somber to any creature that makes a melee attack
against the protected individual.
School: Evocation
Level: 3
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a vial of lava)
Duration: Concentration, up to 1 minute
Unleash a wave of quickly rising and falling souls gripping and pulling in all directions,
rendering everything in a 30-foot radius covered in a hoar frost of small reaching hands.
Creatures in the area must make a Dexterity saving throw, taking 5d6 cold damage and 15
somber on a failed save or half as much on a successful one. The affected area becomes
difficult terrain as the arms grasp.
School: Transmutation
Level: 3
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Command tendrils of frigid energy to ensnare a creature within range. The target must succeed
on a Strength saving throw or become restrained by the wailing spectral grasp, taking 2d8 cold
damage and 15 somber at the start of each of its turns as well as 20 somber to the caster when
the spell is cast.
School: Illusion
Level: 2
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Surround yourself with a cold apparition with horrific or deeply wrong faces, confusing and
disorienting attackers. Creatures that attempt to make melee attacks against you must succeed
on a Wisdom saving throw or strike an illusory duplicate, causing them to take 2d6 psychic and
1d 8 cold damage as well as 10 somber.
School: Conjuration
Level: 3
Casting Time: 1 action
Range: 120 feet
Components: V, S,
Duration: Concentration, up to 1 minute
Summon a flickering portal to a frigid wasteland realm at a point within range. A 20-foot-radius
sphere of swirling souls appears, dealing 4d8 cold damage and 30 somber to creatures that
start their turn or enter the area for the first time on a turn,the area within range is difficult
terrain. The portal moves with you, centered on a point you choose.
WATER
● School: Evocation
● Level: 2
● Casting Time: 1 action
● Range: 60 feet
● Components: V, S
● Duration: Instantaneous
Unleash a sorrowful tidal wave upon a target, embodying the melancholy essence of the
Somber Sea. The target takes 4d6 water damage, and if it's a creature, it must make a
Constitution saving throw or be afflicted by a lingering sadness, suffering disadvantage
on all attacks for 1 minute.
● School: Evocation
● Level: 2
● Casting Time: 1 bonus action
● Range: Self
● Components: V, S
● Duration: 1 minute
Embrace the sorrow of the Somber Sea, transforming into a swift and sorrowful current.
During this time, your movement speed is doubled, and any creature you pass through
has its movement speed halved until the start of your next turn.
● School: Abjuration
● Level: 2
● Casting Time: 1 action
● Range: Touch
● Components: V, S, M (a vial of tears)
● Duration: 8 hours
Conjure a protective shroud of mournful water that envelops the touched creature. The
watery veil grants the target resistance to cold damage and can be released in a burst,
healing all creatures within a 10-foot radius for 2d6 hit points, while active, the wearer
gains 10 somber at the beginning of their turn. The caster takes 20 somber
● School: Evocation
● Level: 2
● Casting Time: 1 action
● Range: 120 feet
● Components: V, S
● Duration: Instantaneous
You draw upon the depths of sorrow-infused waters to send forth a surge of
lamentation towards a single target within range.
Make a ranged spell attack against the target. On a hit, the target is engulfed in a
torrent of Abyssal Grief, suffering 4d8 cold damage. Additionally, the weight of
sorrow settles upon the target's heart, imposing disadvantage on their next
saving throw before the end of their next turn.
● School: Illusion
● Level: 2
● Casting Time: 1 action
● Range: Self
● Components: V, S
● Duration: Concentration, up to 1 minute
Surround yourself with illusions that show onlookers desolation of unrivaled proportions.
Creatures that attempt to make melee attacks against you must succeed on a Wisdom
saving throw or be overwhelmed by a sense of loss, taking 1d6 psychic damage and 40
somber. As a reaction you may use the ability if an enemy is attempting to make a attack
on an ally, the somber is reduced to 25
● School: Necromancy
● Level: 3
● Casting Time: 1 action
● Range: 60 feet
● Components: V, S
● Duration: Instantaneous
Invoke a chilling undertow from the depths of the Somber Sea, pulling creatures toward
a designated point. All creatures in a 20-foot radius must make a Strength saving throw
or be pulled 10 feet closer and take 4d8 water damage as well as 30 somber.
● School: Evocation
● Level: 3
● Casting Time: 1 action
● Range: 120 feet
● Components: V, S,
● Duration: Concentration, up to 1 minute
Shroud an area in a pervasive, mournful mist. Creatures within the mist have
disadvantage on Wisdom saving throws and attack rolls. Additionally, any creature that
starts its turn in the mist takes 3d6 cold damage and 30 somber.
● School: Conjuration
● Level: 4
● Casting Time: 1 action
● Range: 120 feet ̡͖̦̦͙̼̙̆̑̎̂͌͂͌̐̌
● Components: V, S,
● Duration: Concentration, up to ę̶̢̡̛͈͍̞̭͇̞̤̱̟͉͚̹͎͈̽̈́͐̉͋͠ n̸͇̋͋̂́̉͝ḑ̶̣̱̪̯̗̱̫̃̓̒̑̿͆̕͘͝͠͝le̸ ̷ ̡̨̡̬̞̪̗̒͑̆͘ͅs̶̡̛͉̤̝͉̜̳̪̻̭̑̓̿̈́̋͗̊̿̇̀͌͝s̵̩͉̠͇̣̺̭̖̫̐͋̕ minute
Allow yourself to be taken by the deep, and sing a lament in eldritch that summons an
eye above you. All creatures within a 30-foot radius must make a Wisdom saving throw
or be filled with sorrow, suffering disadvantage on all attacks and saving throws for the
duration as well as gain 20 somber if they start their turn or enter the area for the first
time on a turn. Additionally, the mournful spirits provide dim light in the area. The longer
the spell continues, the stronger the spell becomes, anyone who becomes Devastated
while within the area walks toward the origin and chants alongside the caster.
The target begins to feel a subtle weight on their spirit, A faint, ethereal shroud of
sadness envelops them.
The sorrow deepens, manifesting as audible weeping that only the afflicted can hear.
- Disadvantage on Wisdom & Charisma-based skill checks is added,
- The target's movement speed is reduced by 10 feet as the weight of sadness
takes hold.
The sorrow becomes tangible, wrapping around the target like an oppressive embrace.
- Disadvantage on all saving throws is added,
- The target gains vulnerability to psychic & cold damage as their emotional
defenses crumble.
- Persuasion and Intimidation attempts are harder. Performance and deception are
easier
The profound sadness transforms into a consuming despair. The weight of their sorrow
threatens to crush their will to fight. Bright blue, thick tears made of a viscous mucus
flows out of the targets eyes in a rectangle
- All cold damage now deals half psychic damage and vice versa,
- They suffer disadvantage on all attack rolls and ability checks.
The affliction reaches its zenith, plunging the target into the depths of devastation. The
target screams of anguish.
- They take 2 d12 +15% cold or psychic damage depending on the target's
resistance, if the target is resistant to both they must roll a wisdom save or take
full psychic damage as if they had no resistance.
- Their movement speed drops to 0, and they are considered prone, the fall fetal
position screaming and crying.
- At the end of the target's turn they may roll as d20 and add their wisdom modifier
and remove the total for their despair meter.
Weapons
Crypt
Ice giant’s finger: (5 charges per day) a very low damaging beam (1d4) of frost that inflicts “a bit
chilly” 3 required for frostbite, 4 for frozen. Deals more damage (3d6) on targets with cold,
massively increased damage (6 d6) on enemies with ”frostbite”, “frozen, and “frostblight”.
“Boop”
death’s cloak: resistance to cold damage, keeps you warm no matter how frigid the
temperature outside is. Absorb the cold around you, and from half of any cold damage. When
you have 50 damage accrued, you are able to unleash a mini blizzard around you.
1d10 bludgeoning damage and 2d8 cold damage or half on a successful save.
Sheath of ice (knife): a blade is placed in the sheath for 3 actions or 1 turn the blade is
enchanted with ice, dealing 1 d8 extra damage, increasing by 1 d8+2 per turn left in the sheath.
Entering combat will remove the extra damage, but you may stealth attack using it to initiate
combat.
dread gauntlets: Gains 1 charge per turn and when the welder strikes using ki points.
Everything killed near the wielder of the dread gauntlets will charge them: small animals=1
charge, mid=2, large=3, humanoids & ghosts=4; 10 charges max. The wielder can gain one ki
point by expending 5 charges, this cannot exceed current max ki points. Holder can use 10
charges to use dread shrek, all enemies engaged in the fight, and allies 10 feet from you, must
roll a wis or con save (their choice), if the roll is failed, their AC reduced by 3 for 3 turns
Frost gem: 2 charges, charge 1d4-2 per short rest. Fully charged per long rest.
As a bonus action you may enchant an attack, if you do you may deal the full attack die of that
Tomb
Ankh of purification: 6 charges
You raise your arms in front of you at an enemy within a 5 foot cone, the enemy
must make a con save or take 1d8 necrotic damage and be affected with decay on a
failed saving throw. The enemy is damaged by healing and has a lower ac.
You can charge the attack, using one charge per bonus action to a max of 3
charges used, for each charge you can either increase the initial damage die by half of it
or roll a d4+ a d8 of damage. After charging you become tired and are set with 1 point of
exhaustion.
Rejuvenation: The ankh can also cast rejuvenation, as the ankh damages, it
gains that damage as charge, these disappear after the fight. You may use the damage
done to heal, target someone within arms reach, you require a minimum of 10 damage
charges, this will heal the ally by 5 points, if you have 30 damage, you may pick up an
ally for your main action when they are downed, even if they fail their death saves as
long as you revive them before their next turn would pass.
Open the eye: increase wisdom modifier by 1 d12, for 1 d4 turns, after the effect is over
the eye closes and loses its passive, your wisdom is reduced by 25% rounded up for 10
minutes.
Sand stane Scarab: (consumable) throw a semi animated sandstone scarab that
will bite the enemy, this will set one of the following “sickly”, “rockjoint”, “dirty”, or deal 2
d6 radiant/holy damage.
Ra’s sundrop: an elegant gold and wooden staff embroidered with hieroglyphs
leading up to a hollow sun at the top. 4 charges, all charges are regained at dawn.
shoot a holy fire ball at a target in range that you can see. They must roll a dex or
wis save, taking 4 d8 fire damage and 4 d8 radiant damage on a failed save or 4d8 fire
on a successful wisdom save or 4d8 radiant damage on a successful dex save. You are
One charge. the wisdom of the sun flows through you. Fire spells can be cast at
one spell slot down with no hindrance to its potency, you may also cast any fire spell that
would be level 3 or lower as a bonus action. but you are burnt out and are silenced until
2 charges. hold your staff to the sun, a beam shoots down at a target in range
and fire a beam of light dealing 1 d8 of damage for every spell slot remaining under level
6, 2 d10 for every level between 6 and 8, and 1 d100 at level 9, changes damage of
Wings of ra: 1 charge minimum. Gives the ability of flight, making you immune to
floor statuses. Every charge used increases the amount of time you can fly, along with
the distance you can fly, with the first giving you your base movement, the second and
Ra’s Sundrop
An elegant golden and wooden staff, its surface embroidered with ancient hieroglyphs
that spiral upward to a hollow sun at its peak. This staff pulses with the divine energy of
the sun, granting its wielder immense power over fire and radiance.
Charges: The staff holds 4 charges and regains all expended charges at dawn.
● Failure: The target takes 4d8 fire damage and 4d8 radiant damage.
After using this ability, you cannot use it again for 2 rounds.
The wisdom of the sun flows through you, enhancing your mastery over fire magic. Until
the end of your turn:
- You may cast fire spells at one spell slot lower than normal without losing any
potency.
- You may cast any fire spell of 3rd level or lower as a bonus action.
After using this ability, you are burned out and silenced until the end of your next
turn.
Cloak of Ra’s Ascent
This radiant cloak shimmers with the golden hues of dawn, its fabric impossibly light yet woven
with divine power. Embroidered along its edges are sacred hieroglyphs that glow faintly in
sunlight. When worn, the cloak grants its wearer the ability to ascend like the sun itself.
Charges: The cloak holds 4 charges and regains all expended charges at dawn.
With a surge of divine energy, ephemeral golden wings burst from the cloak, lifting you skyward.
● You become immune to ground-based status effects, such as difficult terrain, traps, and
hazardous surfaces.
● You gain a flying speed equal to your base movement speed for 1 round per charge
spent.
● For each additional charge beyond the first, your flying speed increases by 20 feet.
This celestial flight lasts until the effect expires or until you choose to land. The wings dissipate
are all even or if they are all odd, until 5 times, if all five are even or odd then you can multiply
the damage by 2
Low Tide: 3 gallons, heavy spray: aoe 2 d6 damage, 2 gallons. putting out a small fire: 1
gallon.
- Half damage on successful Con save, set with “wet” and take full damage on a failed
save.
Draining dager: after the enemy is bloodied you if you roll an 18+ you can take one of
their special pools, ie spell slots, key points, etc, of they lack any, you get a “blank slate” 2
drake pendent: third breath attack and the more breath attacks of a single element the
empty blade: (great sword) the sword has an empty slot of the hilt, a gem may be able
to fit.
Spirit Branch
A slender, twisting wand carved from an ancient tree, the Spirit Branch hums with natural
energy. Delicate eight-petaled flowers line its length, each one a dormant bud awaiting
nourishment from its wielder’s magic. As the wand is used, these flowers bloom,
Base Attack: The wand deals 1d6 force damage when used as a spell attack.
Instead of attacking immediately, you may charge the wand for one turn. During this
time, enemies may be more likely to target you. On your next turn, you unleash a
By feeding a spell slot to the Spirit Branch, one of its eight flowers blooms, increasing the
wand’s power:
● For each flower bloomed: The wand’s base damage increases by +1d4.
● At all eight flowers bloomed: You gain access to the Life Lotus ability.
You summon a lush bed of enchanted flowers within a 10-foot radius at a point you can
see. Any creature that ends its turn within the area is healed for 2d4 hit points as the flowers
● When a creature within 30 feet of you would take fatal damage, the Life Lotus
● The lotus withers upon use, requiring all eight flowers to bloom again before this
- Targets must make a Con save (Dc 8+Proficiency) bleeding on a failed save.
- shadow gem upgrade: the wand can cast a barrage of needle like shots, this spawns 1
d12 magical needles that deal 1 d4 damage each taking 5 of the wands mana, on
reaching level 10 if you have access to a stealth strike you can cast this as a stealth
attack if stealth attack conditions are met. If out of mana this weapon is now considered
- After upgrading with fire gem: you can now set the blade ablaze, increasing the damage
of both of the attacks by 50% and setting “warm”. You can also cast rapid flame barrage
shooting a cone in front of you doing 1d 12 +5 fire damage. When out of mana, the wand
becomes unstable, you can throw it and deal 1 d12 +3 fire damage setting “on fire” and
dazed.
Decrepit weapons: fixed
Silver small d6, one handed d8, great d12 slight increase to enchantments
Gold small d4, one handed d6, great d8 massive increase to enchantments
Aerolite small d6, one handed d8, great d12 once per day you can attack 2 times in a turn
Riptide small d6, one handed d8, great d12 when in water, or rained on the damage die is
increased by 50%, when wielded you gain water abilities based on the weapon
Corruption weapons, small d8+2, one handed d10+2, great d12+4 curse blight on crit and
Crimson weapons, small d8+2, one handed d10+2, great d12+4 crit reduced to 19 and special
d18+4, slow but damaging weapon, +2 on hit, -10 speed, and special abilities on different
weapons
Magma forge
dark steel
Bright steel
Sheol
Iron hammer
Steel hammer
Silver hammer
Gold hammer
Ariolite hammer
Riptide hammer
Ebon hammer
Crimson hammer
Daemon steel
Magma forge
dark steel
Bright steel
Sheol
Valeria
Rank 1: here
Cheap, basic enchantments are available for clothes, you must bring materials for
Rank 2:
Slightly better, basic enchantments are available for clothes. She can, now, make new
clothes for you if you bring the correct materials. She can make shirts & pants; these
have higher enchanting potential than normal clothes. you must bring ingredients for
Rank 3:
better, basic enchantments are available for clothes, you may buy few magic
ingredients from her now, you must bring ingredients for certain enchantments, she can
Rank 4:
decent, enchantments are available for clothes & weapons, you must bring ingredients
Rank 5:
Becoming more proficient with enchanting allows her to upgrade certain magic
weapons (this takes time), you must bring ingredients for upgrades, she can upgrade
Weapons:
Corrupted Dagger
This wicked-looking dagger is adorned with ominous engravings representing the cult's
devotion to the ancient blood god. Its blade glistens with a dark, sinister energy, and it
seems to be ever so slightly veiled in a chilling mist. This enhanced Corrupted Dagger
radiates a palpable malevolence, hinting at its potential for greater power.
- This dagger is imbued with the power of the blood god. It deals an extra 1d6
- Bloodbound Blade: after striking a creature you gain advantage on saving throws
against a being charmed or frightened until the end of you next turn
- Dark Empowerment: Once per long rest, the wielder can use an action to invoke
the dark power of the Corrupted Dagger. For the next minute, all attacks made
with the dagger gain a bonus 1d6 necrotic damage, and the wielder can use a
modifier.
- Upon upgrading dagger-Corrupting Touch: The Corrupted Dagger gains the
special ability to cast Corrupting Touch once per day. When used, the target must
become poisoned for 1 minute. Additionally, the wielder gains temporary hit
Serpentine Staff
This staff is carved with intricate serpent patterns. It grants the wielder a +1 bonus to
spell attack rolls when casting water-based spells. Once per day, the wielder can cast
Mistblade Shortsword
This shortsword is concealed within a hilt wrapped in misty silk. It grants the wielder the
ability to cast the "Mist Form" spell (2nd level) once per long rest. In mist form, the
wielder can move through objects and becomes resistant to non-magical attacks.
This shield is crafted from the hide of a water serpent. It grants a +2 bonus to AC when
wielded. The shield can also be used to cast the "Aqua Ward" spell (1st level) once per
day.
Enigmatic Chalice
This ornate chalice is filled with corrupted water. When consumed, it grants the drinker
the ability to cast the "Illusory Veil" spell (2nd level) once per day.
This trident has a serrated edge and deals an extra 1d8 necrotic damage on a
successful hit. Once per long rest, the wielder can cast the "Abyssal Whirlpool" spell (4th
level).
Eldritch Scepter
advantage on saving throws against spells. Once per day, the wielder can cast the
This cloak is adorned with shifting water patterns. It grants the wearer the ability to
breathe underwater and can be used to cast the "Water Walk" spell (2nd level) once per
day.
Serpent-Tongue Whip
This whip is adorned with a serpent-shaped handle and deals an extra 1d6 poison
damage on a successful hit. Once per long rest, the wielder can cast the "Serpent's
Abyssal Chainmail
necrotic damage and can be used to cast the "Shadowmeld" spell (2nd level) once per
day.
Present box
0002 1d100 bees swarm harmlessly around the caster for several weeks
0003 1d100 sparkling motes dance about the caster’s head, sometimes into their eyes
until dawn.
0004 1d100% of caster’s body turns to iron for that many rounds
0006 1d4 of caster’s fingers move from his left hand to his right hand
0008 the caster is covered in fish scales, they gain water breathing and a swim speed
persuasion checks.
0013 4d6 non-functioning eyes appear on the casterís face and head advantage on
intimidation.
0015 A 2d6 foot radius around caster sinks as many feet into the earth
0016 A basementís been installed in caster’s home while heís been away
0019 A drop of the casterís blood can purify 1d4 gallons of water
0022 A foot-long steel bar runs completely through the casterís thigh
0024 A glowing orb hovers over casterís head while heís invisible
0025 A great wind blows the caster 1d100 yards in a random direction
0026 For the next minute, you regain 5 hit points at the start of each of your turns.
0027 A group of scholars think the casterís a visitor from the future
0029 A huge balloon shaped like the caster drifts past overhead
0030 A kill-on-sight order has been issued for the caster kingdom-wide
0031 A large haystack falls from the sky onto caster
0033 A length of chain now runs completely through the casterís torso
0036 A mound of snow falls onto caster and buries him up to his chest
0037 An eye appears on your forehead for the next minute. During that time, you have
0040 A strong net falls from the sky and entangles the caster
0042 A tornado picks caster up and deposits him, gentally atop the nearest house
0043 A spectral shield hovers near you for the next minute, granting you a +2 bonus to
0045 After each spell, a pebble falls from each of casterís ears
0048 After each spell, caster appears astonishingly beautiful for 1d4 turns