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Homebrew Spells

Level Name School Time Range Duration Components Source
Cantrip Cosmic Flare Conjuration Action 60 feet Instantaneous V, S CM
2 Foreign Ironwind Conjuration Action 30 feet Instantaneous S, M (a melee weapon worth 1+ SP) CM
2 Protection from Missiles Abjuration Action Self Concentration, up to 1 minute V, M (a tortoise or turtle shell, or a metal shield) CM
3 Ballistic Shot Conjuration Bonus Self Instantaneous V CM
3 Shackles of Pain Necromancy Action 60 feet Concentration, up to 1 minute S, M (a rusty chain) CM
3 Justa Mann's Unremarkable Pressence Illusion Action Self Concentration, up to 1 minute V, S CM
5 Contract Enchantment 10 minutes Touch Until Dispelled V, S, M (a scroll, a gemstone worth at least 1,000 SP, which both the spell consumes) CM

Cosmic Flare

Conjuration Cantrip

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You summon a fragment of the heart from a distant star, and hurl it toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Radiant damage and becomes seared with a star's radiance. The next time the seared target is hit by an attack roll before the start of your next turn, it takes an extra 1d4 Radiant damage as the lingering energy erupts.

Cantrip Upgrade. The spell creates two projectiles at level 5, three projectiles at level 11, and four projectiles at level 17. You can hurl the projectiles at the same target or at different ones. Make a separate attack roll for each projectiles.

Classes: Cleric, Druid

"The spell earned its name when a Spire first laid its gaze upon a mortal, granting them permission to draw power from the lingering energy of Antares' now shattered moon. However, a particularly self-centered elf insists on calling it "Khaine's Kalamity"—because it has a much cooler ring to it and makes for a better story at parties."


Foreign Ironwind

Level 2 Conjuration

Casting Time: Action
Range: 30 feet
Components: S, M (a melee weapon worth 1+ SP)
Duration: Instantaneous

You sheathes the weapon used in the spellcasting, vanish, then appear to strike at multiple location in an instant. Choose up to two creatures you can see within range. Make a melee weapon attack against each target using the weapon used in casting. On a hit, targets take normal damage of an attack with that weapon plus an extra 1d8 Force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Using a Higher-Level Spell Slot. The number of targets increases by one and the damage increases by 1d8 for each spell slot level above 2.

Classes: Ranger, Wizard

"A spell that is made by a wandering ronin from Karakorum, the Kamikaze. The sage who unearthed its teaching decided to give this spell a this fitting name due to how 'foreign' its teachings compared to the Gallian Standard System."


Protection from Missiles

Level 2 Abjuration

Casting Time: Action
Range: Self
Components: V, M (a tortoise or turtle shell, or a metal shield)
Duration: Concentration, up to 1 minute

You create an distruptive field around yourself. For the duration, Ranged attacks using weapons against you that deals image/svg+xml Bludgeoning, image/svg+xml Piercing, or image/svg+xml Slashing damage have Disadvantage. You also have Resistance to the aforementioned damage types from Ranged weapons.

Classes: Artificer, Magus, Ranger, Paladin, Wizard

As many nation stepped down into the path of industrialisation, warfare soon evolved to the point where many mages found themselves very vulnerable the sheer amount of arrows and bolts used. This spell was devised to counteract such threats.

"Just to clarify, when we say 'missiles,' we’re talking about projectiles—like arrows, crossbow bolts, javelins, thrown spears, etc. Not the kind that Albion fond of. For those, you'll need a miracle."


Ballistic Shot

Level 3 Conjuration

Casting Time: Bonus action, which you take immediately after hitting a creature with a ranged weapon
Range: Self
Components: V
Duration: Instantaneous

The target hit by the attack takes an extra 1d8 damage of the weapon's damage type for every 10 feet between you and the target, up to a maximum of 9d8 extra damage.

Using a Higher-Level Spell Slot. The damage die increases to d10 using a level 4 spell slot and to d12 when cast using a level 5 spell slot.

Classes: Ranger


Justa Mann's Unremarkable Pressence

Level 3 Illusion

Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You surround yourself with a magical aura that makes you blend into your surroundings. While the aura persists, any actions you take appear completely ordinary to those around you. You can walk through enemy ranks, and they will perceive you as though you belong there; you can open a box, and everyone will assume you're simply taking what belongs to you.

Creatures that attempt to scrutinise or question the legitimacy of your identity or actions must make a Wisdom ability check against your Spell Save DC. The spell ends if they succeed.

Classes: Bard, Warlock, Wizard


Shackles of Pain

Level 3 Necromancy

Casting Time: Action
Range: 60 feet
Components: S, M (a rusty chain)
Duration: Concentration, up to 1 minute

You conjure spectral chains to wrap around the target creature's soul, binding it to yours. The creature must make a Constitution saving throw, or be shackled for the spell's duration. For the spell's duration, each time you take damage, the shackled creature takes half amount of the damage you receive.

Using a Higher-Level Spell Slot. The spell targets an additional creature for every 2 spell slot level above 3.

Classes: Sorcerer, Wizard, Warlock


Contract

Level 5 Enchantment

Casting Time: 10 minute
Range: Touch
Components: V, S, M (a scroll, a gemstone worth at least 1,000 SP, which both the spell consumes)
Duration: Until Dispelled

This spell establishes a binding magical contract between two willing creatures through an oath sworn in the name of Falcone, the Judgement. A creature under the Charmed condition cannot enter into this agreement.

As part of the casting, both parties must clearly state the terms, which are magically transcribed word for word onto the scroll. The contract must include at least one obligation for each party and may specify exemptions, termination conditions, or additional clauses as agreed upon.

Additionally, both parties must define and mutually accept the consequences of breaching the contract. These penalties take immediate effect if a party violates the agreed-upon terms. Examples include:

  • Death: A mysterious force obliterates the violator.
  • Remuneration: Items belonging to the violator, with a total value up to the amount specified in the contract, are magically transferred to an unoccupied space within 5 feet of the wronged party.
  • Curse: The violator has one of their Ability Scores halved for a duration specified in the contract.
  • Nullification: The contract is rendered void, and no reward or punishment is enforced upon either party.

For the duration of the contract, either party may, at will, conjure or dismiss an illusory copy of the scroll, allowing them to review the exact wording of the agreement.

Classes: Bard, Cleric, Paladin, Wizard, Warlock