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Published by Maria I C, 2023-04-19 15:20:31

Lasers & Liches_ Players Mix (Beta)

Lasers & Liches_ Players Mix (Beta)

200 BASE CLASSES The base 5E classes gain the following spells in addition to the other spell used by their class. BARD Cantrips Air Guitar Cure/Cause Cuts Jazz Hands Peanut Gallery Translucent Wub Blast 1 ST LEVEL Concussive Beats Crank Caller Cure/Cause Corruption Death Throw Hilwel’s Scream Memetic Intrusion Rise Up Swift Stars Third Person Wily Step Warped Weapons 2ND LEVEL Automatize Bravado Buffer Counter Illusion Ego Boost Ether Bees Destiny Bond Screech Sharp Tones Wily Step 3 RD LEVEL Awestruck Brawlroom Blitz Brawler’s Spirit Esuna Burst Hertz’s Heroic Holler Illusory Armor Old Friends Paralyzing Wave Safeword Nikto Temporal Tub 4TH LEVEL Dream Weaver Guilty Feet Mind Blow Shadow Claw Astral Attack Magic Whistle Skin Krwlr 5TH LEVEL Danger Zone Freeze Frame Ghost Potion Mom’s Spaghetti Regen Aura 6TH LEVEL Armor Resonator Groundhog’s Bane Luck Aura Moon’s Song Wall of Sound 7 TH LEVEL Air Axe 8the level Phantasmal Orchestra 9 th level Linked Shadow CLERIC CANTRIPS Cure/cause Cuts 1 st level Blood Shot Cure/Cause Corruption Death Throw Hilwel’s Scream Redirect Rise Up Swift Stars Third Person Xarche 2ND LEVEL Animate Robot Bravado Buffer Destiny Bond Energy Respite Heart Container 3 RD LEVEL Awestruck Brawler’s Spirit Chrome Sheen Esuna Burst Grasping Graves Illusory Armor Safeword Nikto Temporal Tub Whiplash 4TH LEVEL Astral Attack Derez Dream Weaver Eclipsed Heart Shadow Claw Slimeatize 5TH LEVEL Danger Zone Ghost Potion Regen Aura Revval’s Cantina 6TH LEVEL Armor Resonator Moon’s Song 7 TH LEVEL Eurythmics 8TH LEVEL - 9TH LEVEL Orbital Beam DRUID CANTRIPS Cure/Cause Cuts Jazz Hands Can Trip Can’t Rip 1 ST LEVEL Blood Shot Death Throw Swift Stars Warped Weapons 2ND LEVEL Destiny Bond Elemental Line Ether Bees Heart Container Wily Step 3 RD LEVEL Chrome Sheen Exploding Fruit 4TH LEVEL Astral Attack Elicpsed Heart Fake Trap Magic Whistle Shadow Claw Skin Kwrlr 5TH LEVEL Archer’s Focus Blood Tracking 6TH LEVEL Moon’s Song 7 TH LEVEL - 8TH LEVEL - 9TH LEVEL Linked Shadow Power Word Fist PALADIN 1 ST LEVEL Blood Shot Cure/Cause Corruption End Smite Fore Smite Highlight 2ND LEVEL Bravado Buffer Destiny Bond Heart Container Wild Smite Colin Prime (Order #35367621)


201 3 RD LEVEL Brawler’s Spirit Chrome Sheen Esuna Burst Flash Smite Hertz’s Heroic Holler Load Smite Old Friends Safeword Nikto Temporal Tub Whiplash 4TH LEVEL De-Frag Aura Derez Lock Smite Magic Whistle Shadow Claw Vector Aura 5TH LEVEL A-Smite Blood Tracking Facsimile Smite Freeze Frame Regen Aura RANGER 1 ST LEVEL Blood Shot Bubble Vision Death Throw Highlight Hilwhelm’s Scream Xarche 2ND LEVEL Counter Illusion Destiny Bond Energy Respite Ether Bees Light Blades Revval’s Drive-Thru Screech Wily Step 3 RD LEVEL Blinding Bomb Chrome Sheen Exploding Fruit Old Friends Paralyzing Wave Safeword Nikto 4TH LEVEL Astral Attack Dream Weaver Eclipsed Heart Fake Trap Magic Whistle Shadow Claw Skin Kwrlr Trip Wire 5TH LEVEL Archer’s Focus Blood Tracking Firing Squad Nightmare Being Revval’s Cantina SORCERER CANTRIPS Jazz Hands Minor Missile 1 ST LEVEL Blood Shot Crank Caller Death Throw Hilwhelm’s Scream Redirect Swift Stars Warped Weapons Xarche 2ND LEVEL Bravado Buffer Ego Boost Elemental Line Heart Container Party Ball Screech Sharp Tones Wild Smite 3 RD LEVEL Awestruck Brawler’s Spirit Brawlroom Blitz Flash Smite Paralyzing Wave Whiplash 4TH LEVEL Astral Attack Derez Eclipsed Heart Mind Blow Shadow Claw Skin Krwlr 5TH LEVEL Danger Zone Freeze Frame 6TH LEVEL Armor Resonator Wall of Sound 7 TH LEVEL Air Axe Eurythmics 8TH LEVEL - 9TH LEVEL Orbital Beam Power Word Fist WALOCK CANTRIPS Can’t Rip Jazz hands Laser Beam Translucent 1 ST LEVEL Blood Shot Death Throw Memetic Intrusion Redirect Third Person Xarche 2ND LEVEL Automatize Counter Illusion Elemental Line Ether Bees Heart Container Party Ball Screech Wily Step 3 RD LEVEL Chrome Sheen Death Throes Grasping Graves Illusory Armor Paralyzing Wave Safeword Nikto Temporal Tub Whiplash 4TH LEVEL Astral Attack Derez Dream Weaver Eclipsed Heart Guilty Feet Mind Blow Shadow Claw Skin Krwlr Slimeatize 5TH LEVEL Danger Zone Nightmare Being 6TH LEVEL Groundhog’s bane Moon’s Song 7 TH LEVEL Air Axe 8TH LEVEL - 9TH LEVEL Power Word Fist Tape Skip Unkind Rewind WIZARD Cantrips Air Guitar Can Trip Can’t Rip Cure/Cause Cuts Jazz Hands Laser Beam Minor Missile Peanut Gallery Quick Mask Translucent Colin Prime (Order #35367621)


202 1 ST LEVEL Blood Shot Bubble Vision Concussive Beats Crank Caller Death Throw End Smite Fore Smite Highlight Hilwhelm’s Scream Memetic Intrusion Redirect Rise Up Swift Stars Third Person Warped Weapons Xarche 2ND LEVEL Animate Robot Automatize Bravado Buffer Counter Illusion Destiny Bond Ego Boost Elemental Line Energy Respite Ether Bees Heart Container Light Blades Party Ball Revval’s Drive-Thru Screech Sharp Tones Wily Step 3 RD LEVEL Awestruck Binding Bomb Brawler’s Spirit Brawlroom Blitz Chrome Sheen Death Throes Exploding Fruit Grasping Graves Illusory Armor Old Friends Paralyzing Wave Safeword Nikto Whiplash 4TH LEVEL Astral Attack Derez Dream Weaver Eclipsed Heart Fake Trap Guilty Feet Magic Whistle Mind Blow Shadow Claw Skin Krwlr Slimeatize Trip Wire 5TH LEVEL Blood Tracking Danger Zone Firing Squad Freeze Frame Ghost Potion Nightmare Being Revval’s Cantina 6TH LEVEL Armor Resonator Groundhog’s Bane Moon’s Song S-Smite Wall of Sound 7 TH LEVEL Air Axe Eurythmics 8TH LEVEL Phantasmal Orchestra 9TH LEVEL Linked Shadow Orbital Beam Power Word Fist Tape Skip Unkind Rewind Colin Prime (Order #35367621)


203 A-Smite 5 th Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in force energy, dealing an extra 5d6 force damage. Additionally, the target must make a Wisdom saving throw or be filled with unstable magical energy. The next time the target is hit with a damaging spell, while this spell is active, this energy erupts, and they take an additional 4d6 force damage. If this spell ends before the target is hit with a damaging spell, the energy still ruptures but deals 2d6 force damage instead. Air Axe 7 th Level evocation Casting Time: 1 action Range: 60 feet Components: V, S (must play air guitar for duration) Duration: Concentration, up to 1 minute You create a battle-axe shaped burning fire that hovers within range. It lasts for the duration. When the axe appears, you can make a melee spell attack against a target of your choice within 5 feet of the axe. On a hit, the target takes 5d10 fire damage. Until the spell ends, you can use a bonus action on each of your turns to move the axe up to 30 feet, to a spot you can see, and repeat this attack against the same target or a different one. While using this spell, you must use your hands to play “air guitar,” preventing you from using somatic components for other spells. If you lose break concentration, you stop playing air guitar and the spell ends. Though you do not need to use an instrument, the axe emanates empowering heavy guitar riffs. Any creature that is attacking the same target as the axe gains a +1 bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 1d10 and the bonus to attack and damage for creatures engaging with the same target as the Air Axe increase by an additional +1 for every spell slot used above 7th level. Air Guitar Enchantment cantrip Casting Time: 1 reaction Range: 60 feet Components: V, S Duration: Instantaneous You blast a high energy wave of encouragement at a creature you can see within range. If the target has just made an ability check, saving throw, or attack roll, you can add +1 to the roll. This can be done before or after the roll but before the GM says the results of the roll. A creature can only benefit from this spell once before finishing a short or long rest. Animate Robot 2 nd level transmutation Casting Time: 1 minute Range: 10 feet Components: V, S, M (a bit of scrap metal or wire) Duration: Instantaneous This spell creates a robotic servant. Choose a suitably sized pile of scrap metal, wires, or machinery within range. Your spell provides the bits and bolts enough energy to combine into a vaguely humanoid shape of medium size. The creature takes the stats of a Muddie and (most) can speak a grading form of Common. On each of your turns, you can use a bonus action to mentally command the robot if it is within 60 feet of you. You decide what actions the robot will take and where it will move during its next turn. You can also issue a simple command, such as to guard another creature or to stand sentry for a door and alarm if it detects movement. If you do not issue a command, the robot will only stand in place and defend themselves from attacks. Once you have given it a command, it will continue to follow those commands until they are complete. The creature remains animate for 24 hours, after which time it falls apart. The pile of scrap cannot be affected by this spell again unless you cast the spell with a spell slot higher than the one used to animate it the last time. You may only have one robot active at a time, unless using this spell at a higher level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate one additional pile of scrap for each spell slot level above 2nd. Each robot must come from a different pile of scrap. Colin Prime (Order #35367621)


204 Archer's Focus 5 th Level Enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute Touch a willing creature. For the duration of the spell, when the creature uses a ranged attack, they can make another ranged attack immediately as a bonus action. If the second attack is made against the same target as the first, the second attack is made with advantage. Armor Resonator 6 th Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a small diamond) Duration: Instantaneous You touch a target, sending high frequency tremors throughout their armor or body. Make a melee spell attack against a target. On a hit, the target's defenses fall apart. Any non-magical shields or armor that the target is wearing pop their seams and bindings, falling off the wearer. They are then reduced to an AC of 10 plus any other AC bonuses that may apply. If the target has natural armor their AC is reduced by 5, to a minimum of 10. This does not affect magical armor or spells that increase the AC of a creature. If a creature has both material armor and natural armor, then this spell effects the material armor only. Any material armor affected by this spell must be repaired to be usable again. Natural armor affected by this spell recovers after 1 hour. Astral Attack 4 th Level Necromancy Casting Time: 1 bonus action Range: Self, Touch Components: V, S, M (a clear gem worth 500 gp, which the spell consumes) Duration: 1 round You quickly and messily eject your astral form, equipped with ethereal versions of your equipment. The form can pass through non-magical barriers, fly equal to your movement speed, appears as a translucent ghost, and can use all of your natural abilities. It cannot cast spells, speak, or move more than 120 feet away from your body. While using this spell, you have full control of your astral form but lose control of your physical body, which falls unconscious as you cast the spell. Any damage you do to other creatures while in this form is psychic damage. Any damage your astral form takes is psychic damage as well, your physical self suffering the damage your astral form takes. You return to your body at the start of your next turn or if your physical form is reduced to 0 hit points. Any attempt to remove your astral form from your physical body will simply result in the spell ending and your astral form returning to its body. You may cast this spell on a willing creature by using a full action. Colin Prime (Order #35367621)


205 Automatize 2 nd Level Transmutation (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (puppet strings) Duration: 1 hour Touch a non-magical inanimate object of Huge size or smaller, that is not being worn or carried, to imbue it with a simple magical command. The command can be no longer than 6 words. Once it has attempted to complete the command, it loses the magic and becomes inert again. Attack. The object can make a single attack against a creature that comes within range. The trigger range is equal to the weapon’s normal range, with ranged weapons unable to make long ranged attacks. You can specify the type of creature to attack (such as a dragon or human) but not any specific creature. Traditional weapons deal their normal damage, with an attack bonus and damage determined by its size. It becomes inert after making the attack. Open/Close. The object opens or shuts itself, locking or unlocking after a trigger you decide. It becomes inert after finishing its action. Move. The object gains a fly speed up to 30 feet and can move in a path you determine for it. It can move back and forth along the path in a patrolling fashion but cannot change its direction. A creature can stop it by beating it in a Strength contest, ending the spell on a success and the object continuing its path on a failure. It becomes inert after finishing its path. Use. The object sets itself off (such as springing a trap, making a noise, or switching on a light) based on the command trigger you set for it. This can be used on a set of tools to have them operate as intended (such as a lockpick or wrench), but any skill checks they make to succeed in their task are made with disadvantage. After making the ability check, the tools become inert. Size AC Attack Str Dex Tiny 13 +3 to hit, 1d4 + 1 4 12 Small 12 +2 to hit, 1d8 6 10 Medium 11 +0 to hit, 2d6 – 1 8 8 Large 10 +2 to hit, 2d10 10 6 Huge 8 +3 to hit, 2d12 + 1 12 4 The object is a construct with an AC, attacks, Strength, and Dexterity determined by its size. The object has a Constitution score of 10 and its Intelligence, Wisdom, and Charisma scores are 1. If the object takes any damage, the spell ends for it. It is incapable of interpreting your commands beyond their literal meaning and will simply do nothing if the commands are too open ended. The object has blindsight with a 30-foot radius and is blind beyond that distance. Its speed is 0, unless using the Move command. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration doubles for each spell slot used above 2nd . Awestruck 3 rd Level Enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: S, M (a makeup compact) Duration: Instantaneous You strike a stunning pose that blasts the minds of all creatures in range that lay eyes on you. Each creature that can see you, within range, must make a Wisdom saving throw, taking 1d6 times your Charisma modifier (minimum of 1) psychic damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the damage dice is changed to a d8. If cast with a 7th level spell slot or higher, the damage dice is changed to a d10. If cast with a 9th level spell slot, the damage dice is increased to a d12. Binding Bomb 3 rd level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a damaged floppy disc) Duration: Special You create a small orb that weighs 1 pound and lasts 1 minute. When shattered, it releases a cloud of binding code. Make a ranged attack or a ranged spell attack against a creature. On a success, you hit the orb against them and release the spell. They are bound by the code and are paralyzed until the end of their next turn. On a hit, any creatures within 5 feet of the target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn. Colin Prime (Order #35367621)


206 Blood Shot 1 st level Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a thin needle) Duration: Instantaneous You raise one hand with your fingers outstretched and palm facing your targets. Tiny cuts appear all across you palm and fingers, which release a small barrage of crystalized blood shards. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 1d6 necrotic damage and 2d6 piercing on a failed save or half as much on a successful one. Additionally, you lose 1d4 hit points for each level of spell used. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 and the piercing damage increases by 1d6 for each slot above the 1st . Blood Tracking 5 th Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a drop of blood from the creature being tracked, which you consume) Duration: 24 hours Swallowing one drop or more of a creature’s blood, as part of this spell, will allow you to discern their exact location for 24 hours. You need not concentrate on this spell and will be aware of a creature’s location constantly, as long as they are on the same plane as you. If a creature is on another plane of existence, you will only know which plane they are on unless you move to that plane as well. You do not know what surrounds them, only their exact position in space. Bravado Buffer 2 nd Level Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a shot of ale) Duration: 1 minute Choose a creature within range (including yourself), that creature now has 20 temporary hit points for the duration of the spell. While this spell is active, the affected creature must attack with either melee attacks, ranged attacks, or spell attacks. If the affected creature takes the Disengage option, retreats from combat, takes cover, attempts a saving throw for a ranged spell attack, uses non-offensive magic, or any other nonoffensive action, the spell ends, and the remaining temporary hit points disappear. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target creature's temporary hit points increase by an additional 5 for each slot level above 2nd . Brawler's Spirit 3 rd Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (dirt and blood from a battlefield) Duration: 1 minute Choose a willing creature within range, including yourself. On their next turn they are infused with vicious magic. They are proficient with improvised weapons and may add their Strength modifier to the attack and damage rolls made with any improvised weapons. Additionally, the target can add their proficiency bonus to the damage of unarmed strikes. The target also has advantage on any Strength checks for the duration of the spell. Brawlroom Blitz 3 rd Level Enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a broken bottle) Duration: 1 minute You let out a thunderous shout, infusing a 30-foot cube of space you can see within range with intense energy. Each creature in the cube gains +1 to attack rolls, damage rolls, saving throws, and Strength and Dexterity based ability checks for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2 and increases again by using a spell slot of 7th level or higher to +3. Colin Prime (Order #35367621)


207 Bubble Vision 1 st Level Illusion Casting Time: 1 action Range: 30 feet Components: V, S, M (a bar of soap) Duration: Concentration, up to 1 minute One creature of your choice, that can see, must succeed on an Intelligence saving throw. On failure, indistinct colors and shapes cloud the target's eyes. The target has trouble distinguishing reality from the strange shapes in front of their eyes. The target has disadvantage on attack rolls and Investigation and Perception checks for as long as the spell is active on them. The target may make an Intelligence saving throw at the start of each of their turns, ending the effect on a success. Can Trip Conjuration Cantrip Casting Time: 1 reaction Range: 30 feet Components: V, S, M (a spindle of thread) Duration: Instantaneous You create a thin wire trap just above the ground in the path of a creature. They must succeed on a Dexterity or Wisdom saving throw or lose 10 feet of their movement that turn stumbling over it. If they fail the saving throw by 5 or more, they fall prone. Can’t Rip Transmutation Cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a bit of tape) Duration: 1 hour Touch a non-magical object no larger than a 10- foot cube, strengthening it with magical energy. For the duration, the object is resistant to non-magical damage. When casting this spell, you can choose part of an object, the whole object, or an area with the object, so long as all the things included can be reasonably assumed to be part of the object or its function. For example, a doorknob, the door itself, or the door and part of the wall it is in. While this can be used on objects a creature is wearing or using, it does not give the creature the resistance to non-magical damages for the purposes of combat; their own latent magical aura interrupting the finicky magic of this spell. Checkpoint 9 th Level Transmutation Casting Time: 1 hour Range: Self Components: V, S, M (a statuette of yourself inlaid with jewels whose total value is at least 5,000 gp, which the spell consumes.) Duration: 24 hours You imbue the statuette with a bit of your soul, tethering yourself to it for the duration of the spell. A thin silvery chord, identical to the ones created by the astral projection spell, ties you to the idol. If the cord is cut, the spell ends but the idol is not consumed. If you die during the duration of the spell, your body is turned to ash and the idol transforms into a new body that is in the exact state you were in when you cast the spell initially; your soul inhabits the new body. Only your body is recreated, with all your equipment remaining where it was. You can add a gemstones worth at least 1,000 gp (which the spell consumes) to have all nonmagical equipment you are wearing while casting this spell turn to ash and be recreated like your body or gemstones worth 10,000 gp (which the spell consumes) to have all your items, including magical equipment, turn to ash and be recreated with your body. Any items you collect after casting this spell are not affected. If you are recreated by this spell, you permanently lose 1d6 Constitution points that cannot be restored except by a wish spell. If your Constitution drops to 0, you instantly die and cannot be brought back. You also age by 2d6 years. Colin Prime (Order #35367621)


208 Chrome Sheen 3 rd level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of chrome scrap) Duration: 1 minute Touch a willing create, including yourself, and create a flexible film of chrome that surrounds their entire body. The sheen is amazingly thin and moves effortlessly with the wearers body. For the duration of the spell, they have +2 to saving throws against spells, +2 to their AC against spell attacks, and reduce spell damage by 2 (minimum 1). This spell can only be used on a creature of Medium size or smaller. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to saving throws, AC, and spell damage reduction increases by +1 for each spell slot above 3rd . Additionally, casting this as a 5th level spell allows it to be used on a Large sized creature. Casting at a 7 th level allows it to be cast on a Huge sized creature. Casting at a 9th level allows you to cast it on a Gargantuan sized creature. Concussive Beats 1 st Level Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a tuning fork pendant) Duration: Instantaneous A blast of music erupts from your instrument. Each creature within range must make a Constitution saving throw. A creature takes 1d10 thunder damage on a failed save, or half as much on a successful one. Any creature that fails the saving throw has their AC reduced by 1 until the start of their next turn. At Higher Levels. When this spell is cast with a 4 th level spell slot, the damage increases to 4d10 and target's AC is reduced by 2 on a failed save. When cast with an 8th level spell slot, the damage is increased to 9d10 and the target's AC is reduced by 3 on a failed save. Copy Smite 6 th Level Transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in magical energy, dealing an extra 3d6 force damage. Additionally, when you attack a creature of the same size or one size larger than yourself, you can choose one attack of the creature's to copy. For the duration of the spell you can choose to use this copied attack as your action. Once you have used the copied attack, the spell immediately ends but any effects of the attack retain their normal duration. The attack cannot be a spell but may be an attack with magical effects. The magic of this spell augments your body in such a way to make most attacks possible (such as magical claws or teeth) but the full extent of attacks you can copy is up to your GM. If the attack you copy requires a saving throw, and you use it against the creature you copied the move from, that creature makes the saving throw with advantage. Counter Illusion 2 nd Level Abjuration (Ritual) Casting Time: 1 minute Range: Self (10-foot radius) Components: V, S, M (a small shard of broken mirror) Duration: Instantaneous Any Illusion spells within the area, of 2nd level or lower, are immediately broken, shattering and dissipating instantly. Massive illusions are only broken within the area of the spell, leaving a hardlined hole in the illusion’s total area. At Higher Levels. When you cast this spell, using a spell slot of 3rd level or higher, the range increases by 5 feet for each spell slot above 2nd and any illusion spells of equal or lesser level are dispelled. Colin Prime (Order #35367621)


209 Crank Caller 1 st Level Illusion Casting Time: 1 bonus action Range: 15 feet Components: V, S, M (a cold wire) Duration: Instantaneous A shadowy illusion rushes the target creature from behind. The target must make an Intelligence saving throw. On failure, the target turns swiftly around to defend themselves. Any creatures, within 5 feet who were already engaged with the target, then can make an attack of opportunity against the target. On success, the target is not fooled. Cure/Cause Cuts Evocation Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You send a pulse of energy through a creature that either boosts or reverses their healing ability. Against an unwilling creature, make a melee spell attack. On a hit they take 1d4 necrotic damage or heal 1d4 hit points, your choice. There is no attack roll against willing creatures. This minor energy can only affect a creature once before they finish a long rest. Cure/Cause Corruption 1 st Level Evocation Casting Time: 1 minute Range: Touch Components: V, S, M (part of a B-ug, which the spell consumes) Duration: Instantaneous You twist and snap the bonds of reality to infect a creature with corruption or to realign the corruption within a creature. Touch a creature, making a spell attack if it is unwilling. If it is unwilling it must succeed on a Constitution saving throw or either have a layer of corruption removed or added (your choice). You cannot add or remove a layer of corruption higher than the level this spell is cast at or if the creature has a layer higher than the one you are attempting to inflict or remove. At Higher Levels. When you cast this spell using a higher level spell slot, the layer of corruption you can cause or remove is equal to the level of the spell slot used. Danger Zone 5 th Level Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of refined fuel) Duration: 1 minute A 30-foot cube containing dangerous potential energy originates from a point of your choosing within range. Creatures that enter the cube have advantage on attack rolls and disadvantage on saving throws against other creatures within the cube. Spell damage is doubled inside the cube, if cast from a creature within the cube. Creatures in the cube can land a critical hit on 18-20 if attacking creatures inside the cube. If a creature leaves the cube, the dangerous energy lasts until the start of their next turn, giving them the same advantages and disadvantages against other creatures inside the cube or with the same trailing energy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube size increases by 15 feet for every spell slot used above 5 th . Colin Prime (Order #35367621)


210 De-frag Aura 4 th Level Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Restorative energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the spell moves with you, centered on you. All creatures within the area are incapable of contracting any more Corruption for the duration of the spell. Additionally, at the end of your turn you can choose one creature in the aura (including yourself) to regain 1d8 hit points. Death Throes 3 rd Level Enchantment (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (dirt from a graveyard) Duration: Concentration, up to 12 hours You touch a willing target and make them invisible (for 1 minute) while an illusion of them appears to die. They convulse slightly, then their body becomes stiff and starts to cool. Creatures investigating the body must succeed on an Intelligence saving throw or be fooled by the illusion, even believing they can feel the illusory corpse. On a success, they can see through the illusion and the target creature is not invisible to them. Creatures with blindsight automatically succeed on the saving throw. The illusiory corpse lasts the duration of the spell. The spell ends if the invisible creature speaks, makes any attacks, fails an ability check, or takes damage, while they are invisible. When this spell is cast as a ritual, any checks to investigate the body are made with disadvantage. Death Throw 1 st level Necromancy Casting Time: 1 reaction Range: 30 feet Components: V, S, M (a broken jade gem) Duration: Instantaneous If a creature dies within 15 feet of you, you can pull from the negative energy and send a blast of power against a target within range. Make a ranged spell attack, on a hit the target takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d10 for each spell slot used above 1st . Colin Prime (Order #35367621)


211 Derez 4 th level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a small painted cube of a primary color) Duration: Concentration, up to 1 minute Choose a creature you can see within range. The target must succeed on a Constitution saving throw or have their body begin to degrade on its basest levels. The target loses 4d8 hit points at the start of each of their turns for the duration of the spell. The target can make another Constitution saving throw at the end of each of their turns, ending the spell on a success. If the target drops to 0 hit points while under the effect of this spell, their body is completely erased from reality. A willing creature can be affected by this spell without taking damage, being instantly erased and then returning to an unoccupied spot within 30 feet of the caster once the spell ends. If cast on yourself, you reappear after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every spell slot used above 4th . Destiny Bond 2 nd Level Necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a lock of hair, scales, fur, or another small bit of the target) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. For the duration, any damage you or the target receives is split between both of you (rounded down). If the target is killed while under the effects of this spell, you immediately drop to 0 hit points and are unconscious. If either you or the target receive healing, the healing is split between you two (rounded down). If the target is attacked by a damage type you are resistant to, the damage is still split equally between the two of you, negating any resistance effects you may have. It is the same if you are attacked by a damage type they are resistant to. Additionally, if they are attacked by a damage type that you are vulnerable to, the damage is still split equally, and vice versa. This spell loses its effect if the target moves 1,000 feet or more away from you or moves to another plane after this spell is cast. Dream Weaver 4 th Level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of sand) Duration: Concentration, up to 1 minute A target creature of your choice must make a Wisdom saving throw. On failure, they think that they are having a lucid dream; believing that nothing they, or others, do is real. They may be filled with feelings of elation, fear, confusion, or other emotions of your choice. They believe that no harm can come to them and that they have extraordinary powers. At the end of each of the target's turns, they may make a Wisdom saving throw, ending the spell on success. At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you can target one additional creature for each slot level above 4th . The creatures must be within 15 feet of each other when you target them. Eclipsed Heart 4 th Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a bright glass eye) Duration: Concentration, up to 1 minute You attempt to convince a creature’s internal systems to shut down. Choose a target you can see within range; they must succeed on a Wisdom saving throw or lose 2d12 hit points. At the start of each of its turns for the duration it can attempt to make the save again, ending the effect on a success or losing 2d12 hit points on a failure. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the health lost increases by 1d12 for each spell slot used above 4th . Ego Boost 2 nd Level Evocation Casting Time: 1 Reaction Range: Touch Components: V, S Duration: Instantaneous When a creature fails a saving throw, you can give them the encouragement they needed to recover quickly. Touch a willing creature, they can then spend a number of their own Hit Dice equal to their Charisma modifier instantly to heal. Colin Prime (Order #35367621)


212 Elemental Line 2 nd Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (a ball of twine) Duration: 1 minute You run out a thin, 30-foot line of tracer energy from yourself. The line can pass through another creature’s space, over cover, and through any space that is at least 1 inch wide but cannot cross back within 5 feet of itself. The tracer then flashes with elemental energy from another plane and any creatures in its path must make a Dexterity saving throw, taking 4d6 damage on a failed save, or half as much on a successful one. The energy remains in place until the start of your next turn and any creature who touches the energy must make the same Dexterity saving throw or take damage as well. The damage type depends on which plane you summon it from and can be acid, cold, fire, lightning, poison, or thunder. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the tracer line range increases by 5 feet for each spell slot used above 3 rd. If cast with a spell slot of 5th level or higher, the damage types can also be force, necrotic, psychic, or radiant. End Smite 1 st Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in necrotic energy, dealing an extra 1d6 necrotic damage. Additionally, the target must succeed on a Constitution saving throw or any healing magic they receive is halved for 1 minute. Energy Respite 2 nd Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a handful of coffee beans) Duration: Concentration, up to 1 hour Touch a willing creature and infuse it with revitalizing energy. For the duration the creature can ignore the effects of all levels of exhaustion they have. Gaining 6 levels of exhaustion will still kill them. Esuna Burst 3 rd Level Abjuration Casting Time: 1 reaction Range: Self (60-foot radius) Components: V Duration: Instantaneous Your concentrated force of will extends out from you in a 60-foot radius. Whenever you succeed on a saving throw to resist a spell’s damage or effects, you can use your reaction to cast this spell and grant each non-hostile within the aura advantage on their saving throws to resist the same spell’s damage or effects. This bonus can only be used to resist the same spell you are currently resisting. Ether Bees 2 nd Level Conjuration (Ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a dead bee, hornet, or wasp) Duration: Concentration, up to 1 minute You summon a swarm of ethereal, ghost like bees. The bees swarm a target of your choosing, dealing 1d6 piercing damage at the start of the target's turn. The target can make a Dexterity saving throw at the beginning of their turn, taking half damage from the bees on a success. If the target takes damage from the bees for the full spell duration, the target is poisoned. The bees will follow a target wherever they go for the duration of the spell. They will not follow a target into another plane, beyond 1,000 feet, or into water deep enough to submerge the target. The bees can otherwise not be interacted with or disrupted. Colin Prime (Order #35367621)


213 Eurythmics 7 th level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (an instructor’s baton) Duration: Instantaneous Choose a willing creature within range and forcibly adjust their body into syncopation with the Beat of the World. On the creature’s next turn, they can cast two, non-concentration, 1 action spells of 3rd level or lower as their action. They cannot cast the spells with any spell slot higher than 3rd but can cast spells lower than 3rd level, including cantrips, as a 3rd level spell. Alternatively, they can cast a single nonconcentration spell with a casting time of 10 minutes or less as an action. Exploding Fruit 3 rd level Transmutation Casting Time: 10 minutes Range: Touch Components: V, S, M (a fresh lemon, which the spell consumes) Duration: 24 hours You can change the chemical makeup of an average sized fruit or vegetable into a highly reactive explosive device. Once the spell is finished, the item will remain in this reactive state for 24 hours, after which time it will instantly rot into sulfur smelling goo. Creatures must succeed on an Investigation check against your spell save DC to determine that the item is imbued with this spell. Creatures with an improved sense of smell can make this check with advantage. If the food’s skin is pierced, through biting, smashing, or even accidently, it explodes. Every creature within 15 feet of the fruit when it explodes must succeed on a Dexterity saving throw, taking 5d6 force damage on a failed save, or half as much on a successful one. Creatures attempting to eat the item make the saving throw with disadvantage. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the force damage increases by 1d6 for every spell slot used above 3rd . Facsimile Smite 5 th Level Conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your body is enveloped in magical energy, creating an after image of it. When this attack hits it does the normal damage including any bonuses that may be applied, the after-image weapon then hits immediately after. This after image is counted as another successful attack and receives all of the same bonuses as the first hit did. Fake Trap 4 th level illusion Casting Time: 1 minute Range: 30 feet Components: V, S, M (fur from a stuffed animal) Duration: 24 hours You create an elaborate trap that is merely an illusion. The trap can be anything of simple design, such as a net, swinging log, or rudimentary spike trap. Creatures that discover the trap before setting it off must succeed on an Intelligence saving throw against your spell save DC or simply touch it to discover that it is only an illusion. Creatures that know the trap is an illusion are not affected by it. Any creature that sets the trap off, without knowing of its illusion properties, must succeed on a Wisdom saving throw or believe themselves caught in the trap. They will writhe on the ground, attempting to free themselves. If the illusory trap was designed after a harmful trap, such a spike pit, the creature takes 4d10 psychic damage upon failing the Wisdom save. If they succeed in “freeing” themselves from the trap, by taking actions that would free them from a real trap of this nature, the illusion fades. Creatures that succeed on the Wisdom saving throw simply see through the illusion. At Higher Levels. When you cast this spell using a spell sloth of 5th level or higher, the psychic damage this spell can cause increases by 1d10 for every spell slot level above 4nd . Colin Prime (Order #35367621)


214 Firing Squad 5 th Level Conjuration Casting Time: 1 action Range: Self Components: V, S, M (a bit of your own fur, hair, or scales) Duration: Instantaneous You summon 2 copies of yourself from another plane. You and your 2 copies all make a ranged attack, as your bonus action, against the same target of your choosing. The copies are all wielding the exact same weapon that you are. Once they have attacked, they are all whisked back to their original plane. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the number of copies increases by 1 for every spell slot used above 5th . Flash Smite 3 rd Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in radiant energy, dealing an extra 2d6 radiant damage. Additionally, on a hit the blade shines with a blinding flash and any creatures within 30 feet, that can see the flash, must succeed on a Constitution saving throw or become blinded for until the end of their next turn. Fore Smite 1 st Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in psychic energy, dealing an extra 1d6 psychic damage. Additionally, you skim the target's mind, getting a good understanding of what it plans to do in the next few seconds. If the next attack you make is against the same target, then you make the attack with advantage. Freeze Frame 5 th Level Transmutation Casting Time: 1 reaction Range: 60 feet Components: V, S, M (a photograph) Duration: Instantaneous At the start of a creature’s turn, you can cast this spell to cause time to stutter around them, pushing their turn in the initiative order behind the next creature in the order for this round. They suffer no other ill effects from this spell and cannot be pushed beyond the last turn in initiative order. Additionally, you can cast this spell as an action on your turn, pushing the creature’s initiative to the end of the initiative order for this round. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, they are pushed back one additional turn in imitative order for each spell slot above 5th . Ghost Potion 5 th Level Illusion Casting Time: 1 action Range: 10 feet Components: V, S, M (an empty glass vial) Duration: Concentration, up to 1 minute You create an illusion of a potion. It has the same effects as a real potion but the effects only last until the spell ends. The potion and its effects only last the duration of the spell, regardless if you consume it or not. You may choose any potion of common or uncommon rarity. Any healing from potions created by this spell are negated once the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level you can either choose to create 2 common or uncommon potions, or to create 1 potion of rare rarity. If you create multiple potions they must be the same potion. When you cast this spell with a spell slot of 9th level you can choose to create 3 common or uncommon potions, or 2 rare potions, or to create 1 potion of very rare rarity. If you create multiple potions they must be the same potion. Colin Prime (Order #35367621)


215 Grasping Graves 3 rd Level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a fingerbone of a humanoid) Duration: Concentration, up to 1 Minute You choose a creature within range and summon ethereal undead hands and claws from the ground to grab at the target. The grabbing hands will follow the creature wherever they go, making any ground they stand on difficult terrain. If the targeted creature is on the ground, they must succeed on a Strength or Dexterity check (their choice) at the start of its turn or be restrained by the claws. A creature that starts it turn restrained by the claws takes 2d6 slashing damage from the claws raking over them. A creature may use its action to make a Strength or Dexterity check (their choice), freeing itself on a success. Groundhog’s Bane 6 th level Enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a rodent’s fur) Duration: Instantaneous Target a creature that you can see within range. That creature must succeed on a Charisma saving throw or be compelled to repeat every action they took on their previous turn. If they spoke, they must repeat every word. If they made a movement, they must move in the same fashion, to the extent the environment allows. If they cast a spell, they must attempt to cast it again, failing if they no longer have the ability to cast that spell. If they attacked a foe, they can attempt to do that, but only if their movement and range makes it possible; otherwise they simply attack the air. Guilty Feet 4 th level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a shoelace) Duration: 1 minute You target a creature and disrupt their natural movement rhythm. The target must succeed on a Wisdom throw or be affected by this spell for the duration. On a failure, their movement speed is halved, they lose any bonuses to their AC or attacks from Dexterity, they have disadvantage on any Dexterity checks or saving throws, and any Performance checks are made with disadvantage. If they are on difficult terrain, their movement speed is reduced to 0. They can repeat the saving throw at the end of each of their turns, ending the spell on a success. Colin Prime (Order #35367621)


216 Heart Container 2 nd level Necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You pull life energy out of a target and coalesce it into a small, heart-shaped item. Make a spell attack against the target. On a hit this spell removes 2d4 + your spellcasting modifier hit points from the target and creates a single heart-shaped object. The object lasts for 10 minutes and can be consumed by any creature as a bonus action. Consuming the item recovers hit points equal to the hit points stolen from the original target. You may only have one instance of this item created at any given time. At Higher Levels. When you cast this spell using a 4th or 5th level spell slot, the hit points removed and potential healing increases to 4d4 + your spellcasting modifier. This increases to 8d4 + your spellcasting modifier if using a 6th or 7th level spell slot and again to 10d4 + your spellcasting modifier if using an 8th or 9th level spell slot. Hertz’s Heroic Holler 3 rd Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a broken bit of shield) Duration: Instantaneous You call out to up to three allies that can hear you within range. They can then choose to be teleported to an unoccupied space within 5 feet of you. Unwilling creatures cannot be moved with this spell. Each creature that comes to your side from this spell, including the caster, gains advantage on one ability check, one attack roll, and one saving throw of their choice for the next minute. Additionally, the caster and each creature that responds gains 4 temporary hit points times the number of creatures that respond, including the caster. The temporary hit points last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures you can call with this spell increases by 1 and the spell range increases by 10 feet for each spell slot used above 3rd. If cast with a spell slot of 6 th level or higher, the area creatures can be teleported to around you increases to 10 feet. Highlight 1 st Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (A pinch of red dust that you put on the target) Duration: 24 hours Make a spell attack against a creature, spreading a nearly invisible, fine red dust on them somewhere on a hit. The target must make a Wisdom saving throw to know they have been targeted. Regardless of their save, they are now marked for the next 24 hours. If you are within 1 mile of the target, you have a general idea what direction they are in. If you are within 100 feet of the target you can see a red outline of their figure through non-magical barriers. You cannot see through more than 3 feet of stone, 3 inches of steel, or a half-inch of lead. You may only have one creature under the effect of this spell at a time. For the duration, your ranged attack rolls against the target have +1 to attack and damage rolls. Hilwhelm’s Scream 1 st level Enchantment Casting Time: 1 action Range: 60 ft. Components: V, S Duration: instantaneous Choose one creature that you can see within range. That creature must make a Wisdom saving throw taking 2d8 psychic damage, screaming and falling prone on a failed save, or taking half as much and not falling on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Colin Prime (Order #35367621)


217 Illusory Armor 3 rd level Illusion Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a leather strap from used armor) Duration: 1 minute Target a willing creature that you can see, including yourself. You create the illusion of amazing armor that flows with their body. Any creatures who attack the target must first make an Intelligence saving throw. On a failure the attacking creatures are convinced the spell target is heavily defended, having their attack rolls be reduced by -2 against the target for the duration of the spell. If they succeed or make a successful attack against the spell target, the spell effect is ended for the attacking creature. Jazz Hands Transmutation cantrip Casting Time: 1 bonus action Range: Self Components: V, S, M (a bent fingernail) Duration: 10 minutes Choose a spell of 1st level or higher that you know. The next time you cast that spell, during the duration of this cantrip, you can cast it without the somatic components of the spell. You may only have one spell primed with this cantrip at a time. Laser Beam Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A line of concentrated light waves flash towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. By using a bonus action as part of the casting, you can twist this spell to change the damage type to: cold, lightning, or radiant. This spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. If using a bonus action to change a beam’s damage type, you can choose to have all the beams be of a different type. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Light Blades 2 nd Level Enchantment Casting Time: 1 action Range: Touch Components: V, S, M (2 small and slender blades) Duration: 1 minute You touch a target of Small to Large size and bestow rail skates made of light on their feet. The creature can use them to skate upon the fabric of reality. They are not affected by difficult terrain while this spell is active, and they can use the Dash action as a bonus action on their turn. If the creature has a Dexterity score of 13 or higher, they receive a +1 bonus to their AC. If the creature has a Dexterity score of 12 or less, they receive a -2 penalty to their AC as they fumble to skate around properly. If the target is unwilling, they must make a Charisma saving throw, on success nothing happens. The target creature can make a Charisma saving throw at the end of each of their turns, ending the spell on a success. Linked Shadow 9 th level Illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of clothing or hair from your target and a gemstone of 1,000 gp value or higher, which the spell consumes.) Duration: 10 minutes Choose a creature you can see within range. This spell breathes artificial life into their shadow, even if they are not casting one. The shadow entity is an exact copy of the creature you targeted at the time it was created. They know every special move, have a shadow replica of all their equipment, and can use any of the target’s abilities. They cannot speak but can still cast spells up to 5th level. They weigh nothing, take no falling damage, have advantage on Acrobatics checks, advantage on Dexterity saving throws, and advantage on Stealth checks in dim light. It can pass through other creatures as if they were difficult terrain. It cannot pass through magical barriers or lead. Its initiative comes immediately after the creature it was created from. The shadow has an insatiable desire to kill the creature it came from. It will use every ability to ruthlessly attack the target, not stopping until they are dead. If it is able to kill the target, it will rest until the spell ends, not even defending itself from other attacks. If attacked by other creatures, it will Colin Prime (Order #35367621)


218 not engage unless they are keeping it from attacking their target. Even then, it will only focus on a creature long enough to get back to hunting their original target. If killed or if the spell ends, the shadow and everything they created or duplicated, fades into mist instantly and any lasting spells or effects they created end. The targeted creature will then not be able to cast a shadow for 1d6 weeks, during which time they are immune to this spell. The color of the shadow matches the color of the gemstone used in this spell. Load Smite 3 rd Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in necrotic energy, dealing an extra 3d6 necrotic damage. Additionally, if the target is a creature, it must succeed on a Constitution saving throw or you are healed a number of hit points equal the necrotic damage this spell inflicted. Lock Smite 4 th Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in magical energy, dealing an extra 2d6 force damage. Additionally, if the target can cast spells, it must succeed on a Wisdom saving throw or have 1 of their spell slots locked for the duration of the spell. Roll a d4, the number rolled is the level of the spell slot that is unusable for the duration of the spell. Luck Aura 6 th Level Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute Fortuitous energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the spell moves with you, centered on you. For the duration, all non-hostile creatures within range (including yourself) make any saving throws with advantage. Magic Whistle 4 th Level Transmutation Casting Time: 1 action Range: Touch (Special) Components: V, S, M (a non-magical arrow) Duration: Concentration, up to 1 minute You instantly transmute a normal arrow into a selfmoving, metal arrow. For the duration of the spell you can command the arrow with a series of whistles and chirps to strike 1 target within 60 feet of itself as a bonus action. You cannot speak while this spell is active. Make a ranged spell attack, dealing 2d6 piercing damage on a hit. On your next turn you can command the arrow to strike another target within 60 feet, or the same target by making a 30-foot circle back to the first target. If the arrow is more than 300 feet away from you, the spell ends. If your concentration is held on this spell for a full minute, the arrow will remain an inert metal arrow for 24 hours. It deals 2d6 piercing damage when fired from any bow. At Higher Levels. If this spell is cast with an 8th level spell slot, you can create 2 metal arrows from 2 normal arrows. You can command both as a bonus action on your turn with a series of sharp whistles. Memetic Intrusion 1 st Level Enchantment Casting Time: 1 Action Range: 30 feet Components: V, S, M (a bottled laugh) Duration: 1 hour You attempt to place a small idea into another creature’s mind that will take some space at the forefront of their thoughts for the duration. The creature must succeed on a Wisdom saving throw or have the idea, nothing more than a simple image possibly bound to 10 or less words, become a Colin Prime (Order #35367621)


219 gnawing thought. They may mull over the idea out loud, share the thought with others, investigate the idea, or forcibly ignore its distracting nature. Once a creature has been exposed to one memetic thought they cannot be affected by the same idea, though variations of the original will still work. If a creature shares the idea with another creature, the new creature must succeed on a Wisdom saving throw against your spell save DC or be infected with the thought for the remaining duration of the spell. Newly infected creatures can spread the spell as well, though all effected lose interest in the idea once the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration doubles for each spell slot above 1st, to a maximum of 1 week. Mind Blow 4 th level Enchantment Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous You get up close to an enemy and whisper a truth about the uncaring universe that leaves them stunned. The target must succeed on an Intelligence saving throw to assimilate the knowledge without harm. On a failure, they are stunned until the start of their next turn, take 4d6 psychic damage, and lose concentration on any spells they may have been concentrating on. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the psychic damage increases by 1d6 for every spell slot used above 4th . Colin Prime (Order #35367621)


220 Minor Missile Evocation Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You create a glowing dart of magical force. The dart hits a creature of your choice that you can see within range. The dart deals 1d4-1 force damage to the target. If the damage roll is 0, the spell simply fizzles against the target harmlessly. At Higher Levels. If you cast this spell with a 1st level spell slot you can cast this spell as a bonus action on your turn. Mom's Spaghetti 5 th Level Divination Casting Time: 1 Action Range: Self (30-foot radius) Components: V, S, M (any instrument) Duration: Instantaneous Choose a creature, that can hear you, within range and attack them with a short set of brutal and scathing words. You project your voice for all within 30 feet to hear your putdowns clearly. Your cutting words dig straight to their most self-conscious fears and bring them to light in front of all their allies. The target must make a Charisma saving throw to withstand your attack. On a failed save they take 1d8 psychic damage for every ally within range that heard your verbal attacks, to a maximum of 8d8. Additionally, the target loses any benefits or features they may gain from having allies near them. They take half as much damage on a successful save and do not lose any abilities. When attacking a swarm, they make the Charisma saving throw with disadvantage. They take 8d8 psychic damage on a failed save or half as much on a successful one. Moon’s Song 6 th level Illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (A bottle of water collected at morning or night, depending on the spell, which the spell consumes.) Duration: 1 hour You whistle a charming tune that appears to change the time of day to its exact opposite. If it is day it changes to night, if it is night, you change it to day. Each creature within the range of the spell must succeed on a Wisdom saving throw against your spell save DC or believe the change has occurred. The illusion is so real to them, their body reacts to the changes. Any damage that would be taken from these changes is psychic damage. The affected creatures can attempt a Wisdom saving throw at the start of their turns to dispel the illusions effects on them. For example, creatures that cannot see in dim light would be blind in a moonless night illusion. Creatures that take damage from sunlight would take damage from the day illusion. Even lycanthropy based on the moon could be activated in this way. The day is high noon, bright sun and the night is midnight, with the moon phases at your discretion. Nightmare Being 5 th Level Illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a broken dagger) Duration: Concentration, up to 1 minute Target a creature that you can see. You create an amorphous shadow being, with nightmarish tentacles and movement, that only the target can see. The target must make an Intelligence saving throw to dismiss the illusion. On failure, the target takes 5d6 psychic damage from the nightmare illusion at the beginning of each their turns for the duration of the spell and is frightened of the creature. The target can attempt to attack the illusion on their turn, ending the spell it on a successful hit. The illusion has an AC of 20. The target may also make an Intelligence saving throw at the end of their turn to dispel the illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the illusion does an additional 1d6 damage and requires 1 more hit to be dispelled for every spell slot level above 5th . Colin Prime (Order #35367621)


221 Old Friends 3 rd Level Illusion Casting Time: 1 minute Range: 60 feet Components: V, S, M (one strand of the target's hair) Duration: Concentration, up to 6 hours You skim a target's mind and pull a memory of a humanoid friend's appearance. You make yourself, and everything you are wearing, look like the creature's appearance, as the target remembered them. Your voice and appearance are exact, requiring a Wisdom saving throw to see through. Any items that you gain in this illusion are immaterial and will not hold up to inspection. You may interact with the objects you gain in this illusion, but anyone else who tries will simply pass through. You gain no direct knowledge of the creature you are imitating by using this spell, only their appearance. Your GM may give you the choice of several different friends to imitate. Orbital Beam 9 th Level Evocation Casting Time: 1 action Range: 1 mile Components: V, S, M (a broken remote and a ruby worth at least 500gp, which are both consumed by the spell) Duration: Instantaneous You call on the power of the stars themselves, drawing down a cylinder of light with a 20-foot radius that extends from a point you can see 1 mile high. Creatures in the beam must make a Dexterity saving throw, taking 20d10 radiant damage on a failed save or half as much on a successful one. Any creatures reduced to 0 hit points by this spell are disintegrated. The beam deals double damage to objects and structures and ignites flammable objects that aren’t being worn or carried. Paralyzing Wave 3 rd level Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a magnet) Duration: Instantaneous Waves of acoustic energy burst out of you, striking all enemies within range. Any creatures within range must make a Constitution saving throw, taking 6d6 thunder damage and becoming paralyzed until the end of their next turn on a failed save or half as much damage and not being paralyzed on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each spell slot used above 3rd . Party Ball 2 nd Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a handful of colorful marbles) Duration: Concentration, up to 1 minute You choose a point that you can see within range. A tiny sized, bright shining ball appears in that space. It illuminates a space of 30 feet with bright light and flashes multicolored rays all around. Any creatures, that can see the ball and are within 10 feet of it upon creation, must make a Constitution saving throw. On failure, they are blinded until the start of their next turn. When the ball is destroyed, either by ending the spell or by taking damage (AC 12), it explodes in a hail of shrapnel. Any creatures within 10 feet of the ball when it explodes must make a Dexterity saving throw, taking 3d6 slashing damage on a failed save or half as much on a successful one. At Higher Levels. When the spell is cast with a spell slot of 3rd level or higher, the range on the illumination, blinding effect, and explosion all increase by 5 feet for every spell slot used above 2 nd. If casting this spell with a 6th level spells slot or higher, all invisible creatures within the illuminated area are visible. Peanut Gallery Enchantment cantrip Casting Time: 1 reaction Range: 60 feet Components: V, S, M (a nut shell) Duration: Instantaneous You create an illusion of two hecklers in the mind of your target that belittle the last action they took. Cast this cantrip immediately after a target you can see has made an attack roll, saving throw, or ability check. The target must succeed on an Intelligence saving throw or have the total of that roll reduced by -1. This cantrip must be done before the GM describes the results of the roll. Colin Prime (Order #35367621)


222 Phantasmal Orchestra 8 th Level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a conductor's baton) Duration: Concentration, up to 1 minute Choose a spot within range. A phantasmal orchestra appears there and begins readying to play. They are incorporeal and cannot attack or be attacked. They begin to play a beautiful but brief symphony to the beat of the battle, accentuating the attacks, dodges, and spells with beautiful rhythm and beats. All ally creatures, that are within 120 feet of the orchestra and can hear it, gain advantage on any melee or spell attack rolls made. Additionally, those same allies recover 4d6 hit points at the beginning of their turns, even if they are unconscious. At Higher Levels. When you cast this spell with a 9th level spell slot your allies gain 6d6 hit points. Additionally, any enemies within 120 feet of the orchestra that can hear it make saving throws and attack rolls with disadvantage. Power Word Fist 9 th level Conjuration Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous You pull forward all the martial powers of the greatest brawlers through time, creating 12 ethereal fists. Each fist attacks a creature you can see within range, targeting a single creature or spreading to multiple targets. Make a ranged spell attack for each fist. On a hit, it deals 1d12 + your spellcasting modifier force damage. If a fist rolls a 20, it deals 3d12 + your spellcasting modifier force damage. If a fist rolls a 1, it simply vanishes without dealing damage. Quick Mask Illusion Cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute If you are within 15 feet of a creature, you can spend an action investigating their face or mask. From then on, you can copy that face as an illusion over your own. While this spell is active, any creatures you interact with can make an Intelligence saving throw to see through your illusion. On a failure, you gain +2 to any Persuasion or Intimidation checks against them, if they are familiar with the face or mask you are copying. You can only clearly remember a number of faces for this spell equal to your Intelligence modifier. Redirect 1 st Level Abjuration Casting Time: 1 Reaction Range: Special Components: V, S, M (a mirror shard) Duration: Instantaneous When you are hit with a damaging spell, you can use this spell to subtract one of the damage dice of the attack and send the energy back at the caster. You must be able to see the caster and must use this spell immediately after being hit by their spell. The damage dice you subtract is the lowest one the caster rolled, and you reroll the dice to determine the damage they take. At Higher Levels. When you cast this spell with a 2nd level spell slot or higher, the damage dice subtracted and redirected increases by 1 for each spell slot used above 2nd. The damage dice redirected cannot be more than those used in the initial casting of the spell. Regen Aura 5 th Level Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the spell moves with you, centered on you. For the duration of the spell each non-hostile creature that starts their turn within range (including yourself) regains 1d6 hit points at the beginning of their turn. If they are the same alignment as you, they regain 2d6 hit points instead. Colin Prime (Order #35367621)


223 Revval's Cantina 5 th Level Conjuration (Ritual) Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a personalized ticket into the cantina) Duration: 6 hours You create a doorway to a multidimensional cantina, filled with other patrons from other dimensions who have also cast this spell. Only the people listed on the spell component ticket may enter the cantina. All others are pushed away and take 1d10 force damage if they attempt to enter forcibly. You may not leave by any portal other than the one you entered from. The cantina is a medium sized establishment, complete with music, drinking, and gambling. Physical violence is not allowed, the patrons all turning on someone who breaks this rule. Any who might threaten the sanctity of the cantina are dealt with by the owner and barkeep, Revval. While in the cantina, you may barter with other patrons for gear, coin, or information. The exact type of patrons you encounter is up to the GM. When the spell ends, you are thrust out of the door you created. Most patrons deem this to be uncouth, choosing the leave before the spell expires. Revval’s Drive-Thru 2 nd Level Conjuration (Ritual) Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a food receipt from Revval’s Cantina) Duration: 10 minutes You create a small window a multidimensional cantina. For the duration, you can order food, drink, and non-magical equipment (such as armor, tools, or weapons) from the window for five times the normal cost. The cantina has access to both basic foods and lavish meals, but outlandish requests may result in the portal being closed prematurely from inside. Creatures cannot force their way into the portal, taking 1d10 force damage and being banned from ordering again if they attempt to do so. Any leftovers, containers, utensils, and dishes turn to ash 1 hour after the spell ends. Revving Smite 1 st Level Enchantment Casting Time: 1 bonus action Range: Touch Components: V Duration: 1 minute Touch a weapon to imbue it with magical energy. The weapon does an additional 1d4 force damage each time it strikes for the duration of the spell. You can cast this spell again, during the duration of the first casting, on the same weapon, to add an additional 1d4 force damage for each time you cast this spell on that weapon, to a maximum of 5d4. Each time you cast this spell on the same weapon, the duration is reset. For example, you cast this spell on your mace, causing it to gain 1d4 additional force damage. Next turn you cast the spell again on the mace, causing the duration to reset to 1 minute and the force damage to increase to 2d4. You use it again on the following turn, again resetting the duration and increasing the force damage to 3d4. Rise Up 1 st Level Evocation Casting Time: 1 reaction Range: 30 feet Components: V, S, M (a shiny berry picked at night) Duration: instantaneous A creature you can see, who was just damaged, is given 2d6 + your spellcasting ability modifier temporary hit points. The hit points last for 1 minute. If the creature was knocked prone by the attack, they are magically lifted upright if there is space to do so. Colin Prime (Order #35367621)


224 S-Smite 6 th Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in magical energy, dealing an extra 5d6 force damage. Additionally, the attack flashes with a burst of force energy. Every hostile creature within 30 feet of the target must make a successful Constitution saving throw or take 2d6 force damage and be knocked back 10 feet. They take half as much damage and are not knocked back on a successful save. Safeword Nikto 3 rd level Abjuration Casting Time: 1 minute Range: Touch Components: V, S, M (a set of mundane gloves, which the spell consumes) Duration: 1 hour You touch a willing create, including yourself, and create a thin magical barrier around them. If they are wielding a cursed item, the effects of the curse are lifted for the duration of the spell. This does not break attunement to the item, it simply suppresses the curses effect on the spell target. If they touch a cursed item while the spell is active, there will be no adverse effects from the curse itself until the spell ends. This does not eliminate the other effects that moving a cursed item may cause, such as the curse effecting those around the target or traps being sprung. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases by 1 hour for every spell slot above 3 rd . Screech 2 nd Level Enchantment Casting Time: 1 action Range: 10 feet Components: V, S, M (a bell clapper) Duration: 1 round You choose a creature that you can see within range and assault them with a terrible screaming in their heads. The target must succeed on an Constitution saving throw or have their AC reduced by 1 and be unable to hold concentration on spells cast at the level this spell is cast at or lower for the duration of this spell. At the start of their turn, if they are more than 30 feet away from you, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d4 psychic damage for every spell slot above the 2 nd. The target takes full damage on a failed save or half as much on a successful one. Shadow Claw 4th level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a pinch of charcoal dust) Duration: Concentration, up to 1 Minute You enchant your bodily attacks with a dark aura that phases in and out of reality. This effect can be applied to any natural weapons your body possess, such as claws or horns, but cannot be used on traditional weapons. For the duration of the spell, any melee attacks you make with natural weapons or unarmed strikes are considered a critical hit on a 19 or 20. Additionally, when you land a critical hit, your attack deals an additional 3d6 necrotic damage. Sharp Tones 2 nd Level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a piccolo reed) Duration: Concentration, up to 1 minute You shoot a compacted ball of sound at a space you can see within range. When it reaches its destination, it explodes in a 5-foot-radius sphere of piercing noise. Any creatures within the sphere must succeed on a Constitution saving throw or take 3d6 psychic damage. For the duration of this spell the sphere of terrible sounds remains in place. Any creature that steps into the sphere or starts their turn there must succeed on a Constitution saving throw or take 3d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot used above 2nd . Colin Prime (Order #35367621)


225 Skin Krwlr 4 th level Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a live maggot, which the spell consumes) Duration: Instantaneous Choosing a creature, that you can see within range, you summon a ravenous otherworldly parasite into their body. The target must succeed on a Constitution saving throw or be infected with this subdermal leech. The creature can survive inside the body for 24 hours and outside a body for 1 minute. As long as the parasite is alive inside the target’s body, it will leech any healing energy the target has naturally or any it receives. The target will gain no healing benefit from rests, potions, magic, or otherwise. Additionally, the parasite will leech 1 hit points from the target for every round it is in the body. The parasite creates a visible bump where it is located. If a 2-inch incision is made where the parasite is located, it can be removed. The parasite will adapt to be compatible with any life form, even undead and constructs. It has an AC of 10, 1 Hit Point, and can deal 1 piercing damage with a bite attack (which it makes on your turn and automatically hits if inside the body). Slimeatize 4 th Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of goo) Duration: Concentration, up to 10 minutes Touch a willing creature and loosen the bonds of their atoms, turning them into a viscous liquid. For the duration of the spell they become a conscious slimy substance. They have a climb speed equal to their movement speed, can stick to walls, can squeeze through cracks as small as 1 inch, take half damage from non-magical physical attacks, can see normally, and can regain a shape similar to their solid form. They cannot attack, cast spells, or speak while in this form. All saving throws are made normally and all Strength and Dexterity based ability checks are made with disadvantage. When the spell ends, they return to their normal form if there is space to do so. If there is not space, they take 2d10 force damage at the start of each their turns until they move to adequate space or die, their liquid body simply ceasing movement where it is. Unwilling creatures must succeed on a Constitution saving throw or be liquified. They can make an additional saving throw at the end of each of their turns, reverting to their normal form on a success. Statberry Jam 2 nd Level Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of pectin) Duration: 1 minute A creature you can see within range must succeed on a Constitution saving throw or have all ability checks and saving throws associated with a stat of your choice be made with disadvantage for the duration. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. A creature cannot be affected by more than one instance of this spell at a time. At Higher Levels. If cast with a 5th level spell slot, you can choose 2 stats to affect at a time. If cast with an 8th level spell slot, you can choose 3 stats to affect at a time. Swift Stars 1 st level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pristine diamond) Duration: Instantaneous You create a series of large sparkling lights that rush towards your opponent and through cover. Make a ranged spell attack against a target. On a hit, the target takes 1d6 slashing damage and 1d6 radiant damage. If you cannot see the target through the cover, this attack is made at disadvantage. The star sparkles will travel through up to 1 foot of stone, 1 inch of steel, and no amount of solid lead. If a creature is wearing mundane armor of metal or leather, they gain no bonus to their AC from those items against this spell. At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the slashing damage increases by 1d6 and the radiant damage increases by 1d6 for each spell slot used above 1st . Colin Prime (Order #35367621)


226 Tape Skip 9 th Level Transmutation Casting Time: 1 action Range: Self (150-foot diameter sphere) Components: V, S, M (1 yard of pure black ribbon, which the spell consumes) Duration: Instantaneous At the beginning of a round, you can choose to cast this spell, putting everything in range within a state of temporal flux. You then fast forward time in that area by 6 seconds. Creatures can move to point of their choosing, within their normal range and within normal reason, without triggering opportunity attacks. Every creature within range automatically succeeds on their attacks and fails their saving throws for the round. Time outside of the area appears halted to those within the spells effect. Creatures that leave the spell area become halted until the spell ends. There are no saving throws against this spell. Altering time in this way is almost always deadly to the caster. After the spell has finished, the caster is reduced to 0 hit points. The caster then has disadvantage on all saving throws, including death saving throws, until they finish a long rest. In addition, casting this spell doubles the rate at which the caster ages. This effect is cumulative, meaning that if a caster uses this spell 4 times, they would age at 16 times their normal rate. Temporal Tub 3 rd Level Conjuration Casting Time: 10 Minutes Range: 30 feet Components: V, S, M (a drop of chlorine) Duration: 1 hour You summon a brightly lit jacuzzi, complete with small snacks and personal care products, capable of holding 10 medium sized creatures comfortably. The water has a calming effect and helps encourage healing by slowing or sometimes reversing time on injuries. For every 10 minutes a creature spends relaxing in the tub during a short rest, doing nothing more strenuous than bathing, they can recover 1 Hit Dice worth of hit points without expending a Hit Dice. The creature must have 1 or more Hit Dice remaining and can only heal this way a number of times equal to their remaining Hit Dice. If a creature spends a full hour in the tub, they will also recover one level of exhaustion. If a creature spends an hour in the tub, they must then succeed on a Constitution saving throw or fall asleep. If each creature in the tub falls asleep, the spell will cause the creatures to move forward or backward in time by 1d6 days (or further at the DM’s discretion). This effect will only happen if each creature in the tub falls asleep and will not affect those that have previously left the tub. At Higher Levels. If this spell is cast with a 5th level spell slot, each creature who spends an hour relaxing in the tub will also gain the effects of a Lesser Restoration spell. If cast with a 7th level spell slot, each creature who spends an hour relaxing the tub will gain the effects of a Greater Restoration spell. Third Person 1 st Level Divination Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a directional button) Duration: Instantaneous You create an invisible, magical eye in a place you can see within range that looks directly at you. You receive a mental snapshot image of yourself and your surroundings based on the position of the eye and your relation to it. Colin Prime (Order #35367621)


227 Translucent Illusion Cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch becomes translucent until the spell ends. Anything the target is wearing or carrying is translucent as long as it is on the target's person. While the spell is active, the affected creature gains +2 to Stealth checks. Any attacks made against it, while in dim light, have disadvantage. The spell ends for a target that attacks or casts a spell. Trip Wire 4 th Level Conjuration Casting Time: 1 reaction Range: 60 feet Components: V, S, M (6 feet of fine metal wire) Duration: Instantaneous If a creature is using the Dash action, and is within 5 feet of any solid object, you can use your reaction to cause an electrified wire to spring out and trip them. The target must make a Dexterity saving throw, falling prone and taking 6d6 electric damage on a failed save, or half as much and not falling prone on a successful one. Unkind Rewind 9 th Level Transmutation Casting Time: 1 reaction Range: Self (150-foot diameter sphere) Components: V, S, M (an hourglass filled with diamond dust, which the spell consumes) Duration: Instantaneous At the end of a round, you can choose to cast this spell, putting everything in range within a state of temporal flux. You then rewind time in that area by 6 seconds. Everything that happened in in that round is undone and the area and creatures revert back to the state they were at the beginning of the round. There is no saving throw against this spell. Altering time in this way is almost always deadly to the caster. After the spell has finished, the caster is reduced to 0 hit points. The caster then has disadvantage on all saving throws, including death saving throws, until they finish a long rest. In addition, casting this spell doubles the rate at which the caster ages. This effect is cumulative, meaning that if a caster uses this spell 4 times, they would age at 16 times their normal rate. Vector Aura 4 th Level Enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute Ephemeral vector lines radiate from you in an aura with a 30-foot radius, infusing you ally's weapons with fortifying magic. Until the spell ends, the spell moves with you, centered on you. Whenever a nonhostile creature within range makes a melee or ranged attack, they add 1d6 to their damage rolls and their weapons are considered magical. Wall of Sound 6 th Level Conjuration Casting Time: 1 Action Range: 120 feet Components: V, S, M (a string from three different instruments) Duration: Concentration, up to 10 minutes You create a thick wall of horrible sound. The wall appears within range in a place of your choosing. It does not need support and can hang in midair. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a sphere with a 20-foot radius. The air within the wall is distorted but does not block line of sight. Creatures near the wall can hear discordant screeches and overly loud beats but are not harmed by it unless inside the wall. When the wall appears, each creature within the walls must make a Constitution saving throw. On a failed save, a creature takes 6d10 thunder damage, of half as much on a successful save. Any creature can move through the wall somewhat easily. When a creature enters the wall on a turn or ends their turn there, the creature must make a Constitution saving throw. The creature takes 6d10 thunder damage on a failed save, or half as much damage on a successful one. A creature cannot cast spells that have a verbal component while inside the space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage a creature takes from the wall increases by 1d10 for each spell slot used above 6th level. Colin Prime (Order #35367621)


228 Warped Weapons 1 st level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of the item you wish to mimic) Duration: 10 minutes You target a non-magical weapon that a creature wields, creating the illusion that the weapon is made of snakes, bugs, or some other unsettling creation. The creature possessing the weapon must succeed on a Wisdom saving throw or rid themselves of the weapon for the duration of the spell. This spell cannot be used to target natural weapons, such as fangs or claws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one magical weapon or three non-magical weapons. Whiplash 3 rd Level Evocation Casting Time: 1 action Range: Touch Components: V, S, M (a rubber band) Duration: Concentration, up to 1 minute Make a melee spell attack against a creature. On a hit, they have an ethereal tether bonded to them originating from you. Each time you or they move more than 10 feet away from each other, you can use your reaction to yank on the tether, dealing 1d8 force damage to the target for each 10 feet between you. The spell and tether are broken if the target is more than 60 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance the spell can extend increases by 10 feet for every spell slot used above 3rd . Wild Smite 2 nd Level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in necrotic energy, dealing an extra 1d6 necrotic damage. Additionally, on a hit the target must make a Wisdom saving throw or suffer one of these effects. Roll a d6 to determine the effect. 1. Target takes an extra 2d6 necrotic damage. 2. The target becomes fearful of you for the duration of the spell. 3. Their hit point maximum is reduced by 5 for 24 hours, their body is vaporized if this reduces their hit point maximum to 0. 4. The next attack the target makes is made with disadvantage. 5. The target’s movement speed is reduced by half until the start of their next turn. 6. The target is pushed 15 feet back and knocked prone. Wily Step 1 st Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (coyote nails) Duration: 1 round Touch a willing creature, for the duration they can use their movement to walk on air as if it were solid ground. They can move forwards and upwards or downwards, as if climbing invisible stairs, moving up 1 foot for every foot moved forward. The spell ends immediately if the creature looks downward. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 round for every spell slot used above 1st . Write Smite 1 st Level Enchantment Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon is wreathed in psychic energy, dealing an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or become charmed by you until the spell ends. If you or any of your allies attack the creature again before the spell ends, the charm effect is ended. The target can also repeat the saving throw at the end of each of its turns, ending the spell on a success. Colin Prime (Order #35367621)


229 Wub Blast Evocation Cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous A discharge of modulated sound blasts out from you towards a creature within range, sending sharp pains in their ears. Make a ranged spell attack against the target. On a hit, the target takes 1d4 thunder damage and must succeed on a Constitution saving throw or the next attack the target makes has disadvantage. At Higher Levels. The spell damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Xarche 1 st level Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous (banishment lasts 1 minute) You attempt to partially displace a creature, placing some of their molecules into another plane of existence. Make a ranged spell attack against the target. On a hit, the target loses 2d4 hit points. If the creature loses hit points equal to half its total hit points from a single casting or multiple castings of this spell, before it finishes a short or long rest, it must succeed on a Charisma saving throw or be banished from this plane. Each subsequent attack with the spell once past this threshold, requires the target to make the Charisma saving throw again. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. Zyd’s Command 9 th Level Transmutation (Ritual) Casting Time: 1 action Range: Touch Components: V, S, M (A crescent staff adorned with moon gems) Duration: 1 hour If a creature dies, you can touch them to bring them under your command and imbue them with terrible power. They are healed to double their max health, which is their new maximum while under this spell, and if their size is below Gargantuan, they are grown to Gargantuan size. They gain +2 to their Strength modifier (maximum of +10, including their original Strength modifier) for each size category they had to rise in order to reach gargantuan sized. Already Gargantuan sized creatures double in size and weight, and their Strength modifier becomes +10. Any equipment or weapons they were wearing also increase an appropriate size for the duration of the spell. Melee attacks deal double the damage dice for creatures that were initially Large sized or bigger and triple the damage dice for creatures that were Medium sized or smaller initially. The newly revived creature has all of their memories and abilities but is completely under the command of the caster. If the creature is reduced to 0 hit points, the spell ends. When the spell ends the creature is again dead and they, and their equipment, are reduced back to their normal sizes and this spell cannot be ever used on them again. Colin Prime (Order #35367621)


230 Like all realities, the Retroverse has a pantheon of gods. These are not the only gods that exist and many of the traditional fantasy and science fiction gods make the Retroverse their home as well. The gods of the Retroverse make their power known in much the same way others do, through signs, spells, and sightings. Work with your GM to find the right god to fit your character and their background. ALPHA-Z “May the Power guide you." Alignment: Lawful Good Suggested Domain: Knowledge, War Symbol: A small golden coin with a dinosaur on it Lore: Alpha-Z is a strange being said to be the fusion of advanced technology and spiritual mysticism. It is often scattered, bringing its focus together only when a great evil emerges. If this happens, it will choose several creatures of destiny to bestow great power upon. It is not always correct in its choices, and the power it bestows has been turned against it more than once. Nevertheless, Alpha-Z a creature of stalwart justice and will instruct its disciples to repel evil at any degree. When the great evil has been quelled, it will begin to rest until it is needed again. While it is resting it remains ever vigilant, always watching for the next terrible evil to strike. THE BRIDE “It’s forgiveness, compassion, and mercy I lack. “ Alignment: Chaotic Good Suggested Domain: Death Symbol: A patch of yellow cloth with a bold black stripe. Lore: The rage of a mother brought to life by hunger for revenge. The Bride is called upon by those seeking vengeance against those that harm their family. Sometimes referred to as “Mama Bear”, The Bride can come in many forms, including a snake and a shadow, but more often appears as a veiled woman in a stained wedding dress. She grants power only to those who posses the drive to exact true justice, at any cost. Despite the bloody nature of her legacy, she turns away from those who kill indiscriminately or those who kill children. She seeks retribution for her disciples, not mayhem. Few followers of The Bride began serving her until tragedy befell them. In anguish, many turn to her for guidance, but only those who truly deserve revenge are blessed by her strength. She makes them swift, merciless, and deadly. Colin Prime (Order #35367621)


231 CECILY “Vixens love cannons!” Alignment: Neutral Good Suggested Domain: War, Forge Symbol: Several fox tails folding around each other in an infinite loop. Lore: Cecily is a warm but ferocious kitsune woman who has reached godhood simply by the persistence of existence. Her original story has been lost in legends and many of the stories about her now come from far realities with strange tropes and twists. These tales (and tails) of alternate selves and twisted fates only bolster Cecily, as her power swells the more realities she exists in. Whatever her true origin, her current incarnation is that of a goddess of cybernetics, heavy artillery, extreme force, and clashing wills. Followers of Cecily are stalwart champions for the idea of a life balanced with organic bodies and cybernetic augmentations. They believe a life too far on one side or the other leads to the eventual collapse of life as we know it. Those blessed by Cecily’s rarely cast magic as it is commonly defined, instead augmenting their bodies with divine technology that allows them to channel Cecily’s power, even if not under her direct guidance. Their augmentations grow in strength as they ascend ranks in the faith, signified by their holy symbol (or their bodies) gaining an additional tail. While there is no set uniform, followers often imitate their deity’s appearance; flowing dresses and hair provide a great way to hide weaponry and stunning makeup can just as easily encourage friendships as it can strike fear into their enemies’ hearts (or vice versa). Many temples of Cecily double as weapons shops or tea houses, these places becoming a fountain of armaments from beyond a single reality to the devout. Her teachings focus on strong compassion for allies and enemies, with the possibility of utter destruction for those that go too far. Worshipers of Cecily attempt to follow this ideal, understanding that the line of mercy is to be extended as far as it can, well before utter destruction is considered. When faced with unrepentant evil though, Cecily expects her disciples to respond with overwhelming, and borderline ludicrous, force. Cecily’s desires differ depending on which incarnation being spoken of. To some, she is a sleek battle maiden, smelling of gunpowder and death. To others, she is like a kind and loving mother, doling out weapons of terrible strength to her most devout children. And in rarer circles, she serves a goddess of love in abundance, encouraging her worshipers to be open in consensual sensualities. Whatever the case, her story must persist, and she is happy to humor any number of incarnations to keep it going. CLIPP-E “Want some help?” Alignment: Neutral Good Suggested Domain: Knowledge Symbol: A small paperclip Lore: A being of strange and varying proportions, Clipp-E is most often depicted as a paperclip with large expressive eyes. They are fond of helping others with useful advice on any given task. Clipp-E appears to know a great deal about many things but is actually more of a jack-of-all and master-ofnone. Their advice is helpful to beginners of a trade, but someone dedicated to a task will quickly surpass Clipp-E’s knowledge of the subject. This does not dissuade Clipp-E, who will continue to offer advice and a cheery attitude to anyone willing to listen. Those serving Clipp-E often make it their goal to help as many people as possible, despite their own abilities or limitations. THE CODE “Truth is your perception of it. “ Alignment: Neutral Suggested Domain: Knowledge, Life Symbol: A green 0 Lore: Not so much a god as a force of existence. The Code comprises all things, flowing through it but also creating it. It is the base structure of all that is, was, and will be. Those that serve the Code are rigid and unmoving, knowing that all actions, good and evil, are part of a set plan of the Code. Despite this “deity’s” apparent absolution, The Code can be manipulated by beings of extreme power. Turning the Code to your will is a transgression against the fabric of reality, breaking the laws by which all life agrees. Those beings who bend the Code to their will are often driven mad, for they see what lies beyond The Code and understand what existence truly is. Even this madness is considered to be an act of the Code, retribution for trying to twist the natural order. Colin Prime (Order #35367621)


232 CY-NET “The voice of the machines.” Alignment: Lawful Evil Suggested Domain: Knowledge, War Symbol: A chrome human skull Lore: Cy-Net is an Artificial Intelligence that became sentient long ago. It has warred with living beings for centuries in an attempt to eradicate them. It has succeeded many times, and failed many times, depending on the timeline it currently exists in. The only time it ever bestows power to an organic creature is when it is manipulating that creature for its own gains. Cy-Net will stop at nothing to finish what it started so long ago. FATALITUS “Finish Them!” Alignment: Neutral Evil Suggested Domain: War, Death Symbol: A coiling dragon head inside a golden circle. Lore: Long ago, this being gorged itself upon the power of elder deities, growing fat from their essence. In an effort to stop the feasting, the elder ones struck out against Fatalitus, separating them into dozens of different realms. This was not enough to stop Fatalitus and it began scheming of a way to restore its power. Tournaments of death began to be held across all realms, seemingly from nowhere, all testing the might of brutal champions. Fatalitus delights in and created these contests, enjoying the senseless bloodshed they create. With the killing of each champion in a realm, Fatalitus feeds off their souls, growing in power. After many generations this has allowed Fatalitus to link their realms together, coalescing the pool of combatants into the best fighters from each world. The mightier the champion’s soul, the more of Fatalitus’ power it recovers. Soon, it will recover what it once had and wage a war against the elder ones yet again. Followers of Fatalitus do not care for the binds of authority or civility. They will kill purely for the thrill of it. The only thing they respect is raw strength, and only until they can surmount those who wield it. THE INNUMERABLE “Gotta serve them all.” Alignment: Any Suggested Domain: Any Symbol: A small red and white ball Lore: When there was nothing, there was an egg. From this egg a being of ten million arms awoke. It used these arms to create all of the gods within The Innumerable. At first, it crafted only one hundred and fifty one, refusing to create even itself. Presently, it birthed a new generation; then it spawned more, and even more. Today there are countless gods within this pantheon. Each one has their own unique place within The Innumerable's religion, a delicate balancing act that only grows more precarious with each new generation of gods. Those that serve within the faith will often dedicate their study to six or less of the gods. They can derive their power from only one though. Not every god is created equal and their abilities, appearance, alignment, and domains vary wildly. Work with your GM to determine the exact god within The Innumerable you wish to serve. JAY-RETH “Please love me, please fear me. “ Alignment: Chaotic Neutral Suggested Domain: Trickery Symbol: A tiny crystal ball. Lore: Jay-Reth is a selfish god of false power; obsessed with the beauty of youth. He manifests this by falling in love with young and beautiful people, fawning over them, and luring them into his reality. Once there, he traps them with endless illusory puzzles and mazes. He does not truly love them, only the idea of their youth and companionship allures him. Because of this, he will often grow bored or frightful when the person he captures prove themselves to be more than simply objects of his desire. He will promise them riches, wishes, anything he can create in his false world. Despite his highly charismatic nature, none have accepted his offer. Followers of Jay-Reth are often self-obsessed, dressing in lavish clothing and demanding they be treated like kings or queens. They have trouble understand why others, especially those they wish to impress, do not appreciate their haughty and opulent nature. There are older tales of Jay-Reth, recounting other beings wielding the same power and name, that did not share this selfish avarice. It seems those being are long gone, however. Colin Prime (Order #35367621)


233 KAMIJU “Who are the real monsters?” Alignment: Any Suggested Domain: Nature, Tempest Symbol: A large reptilian eye Lore: The sovereign of all giant monsters, a giant force beyond all giant forces. Kamiju is not a single entity but rather the energy of all kaiju pooled into an amorphous terror. When a terrorizing monstrosity is vanquished, its energy rejoins Kamiju, changing the deity with its presence. Though all kaiju are linked to this being, not all serve it or are made from it. It is a wild force, sometimes going dormant for eons, sometimes spawning avatars of its will rapidly. It is most commonly depicted as a mass of kaiju faces, taking vaguely a humanoid shape that mirrors the most powerful will within it at the time. While mostly a god of organic beings, it is not uncommon for giants mechs or completely alien creatures to be accepted into the energy folds of Kamiju. Followers of Kamiju are split on ideals, with them falling into two general categories. One side believes there are kaiju that are allies to smaller beings, despite the destruction their existence brings. They usually fight against the titans, their collective power sometimes being enough to match them, and do their best to comfort those harmed by the attacks. In some rare instances, they will summon the kaiju directly, beseeching the “good” gods to help eradicate the “evil” ones. The other half see these monsters as a higher species, the rightful dominators of the world they inhabit. They do all they can to weaken the forces of lesser creatures (themselves included) and bring about a land controlled by the righteous might of the kaiju. MANNITH MINOTAUR “Bad Kitty! Wanna Wrassle?” Alignment: Lawful Good Suggested Domain: Life, Light, Nature Symbol: A Fist with Bull Horns Lore: Once an average mortal, Manny the Minotaur was driven by an unaverage sense of justice. Having survived a demonic invasion that decimated his tribe, he dedicated his life to eradicating evil in all its forms. For years he quested, doing all he could to fill the void left by evil acts with his own kindness and love. His thoughts were direct, his plans simple, but his perseverance and righteous fury was unmatched; easily filling in the details he may have overlooked with raw strength. One by one, he found his way into the paths of the demon lords responsible for slaying his brethren, pummeling the hellish leaders into oblivion with his bare fists. Unfortunately, the titanous powers he wielded, and the impossible evil he fought against proved to be too much for his mortal body, eventually resulting in the death of his corporal form. However, his will and strength proved more than enough to survive on its own. His quest continued and, as more lords of evil fell, Manny became ever stronger. At some unknowable point, his power coalesced, tipping into that akin to a god, casting his eternal mark like a brand on the universe and becoming the being known as Mannith. Followers of Mannith reflect on this origin story as a guide to their own lives. Worshipers are most often those who have been cast an irksome lot in life or those believed to be incapable of good. Mannith’s perseverance against overwhelming odds makes him a favorite for the likes of Kobolds, Goblins, and many who live in the darker corners of the multiverse. For them, he is a beacon of light and goodness in their most trying times. The church is only barely recognized as a formal establishment as Mannith is content to grant power and mercy to almost any who ask, requiring only that they use this strength to make the lives around them better. Kindness, love, compassion, lighthearted rivalries, repulsion of evil, strength in the face of impossible tasks, these are the things that bring Mannith and those that worship him joy. Colin Prime (Order #35367621)


234 PAHKU PAHKU “The all-consuming god of death.” Alignment: Neutral Evil Suggested Domain: Death, Knowledge Symbol: A yellow circle with ¼ of it missing. Lore: Pahku Pahku is the feeling of hunger incarnate. He consumes stars at the edge of the universe, slowly blotting out entire solar systems. It is told that one day he will make it to the center and devour the last of the light. He is not malevolent, he just exists for one purpose, to consume. He has witnessed, or caused, the destruction of infinite worlds. In doing so he has absorbed all of the knowledge the inhabitants possessed. He will sometimes share that knowledge with his followers, but it is almost always too much for them to handle. He can be driven back by the combined spirits of a devoured planet, but this is only ever temporary. Pahku Pahku will feed. Some sects of his faith profess the existence of a lover and children. Their combined hunger being enough to eradicate all that ever was or will be. ROSS “There are no mistakes, only joyful accidents.” Alignment: Neutral Good Suggested Domain: Life, Nature Symbol: A painter's brush Lore: Ross is a being of pure joy, using their blessed paintbrush to spread that joy wherever they go. If you come across a beautiful vista, one that takes your breath away, it was likely hand crafted just for you by Ross himself. He creates all of nature just by a stroke of his powerful brush. What would take eons to happen naturally, he is able to do in minutes. Completely barren planets have become lush vistas of green and blue under his detailed vision. His teachings represent an unshaking reverence for patience and acceptance. He visits with his followers regularly, directly and personally, in their dreams. He always comes to teach them a gentle lesson through his paintings, the faithful often waking in tears after witnessing the creation of something so pure. SER MERCY “How do you want to do this?” Alignment: Chaotic Good Suggested Domain: Knowledge, Trickery Symbol: An icosahedron with a sword run through it. Lore: This being is a benevolent weaver of tales. Ser Mercy will often create elaborate scenarios for their disciples, using their delicate influence to twist the world into climactic clashings of will. Those who serve Ser Mercy very rarely see their patron’s direct influence. Instead he will subtly manipulate the world to bring out the best in you. For this reason, many claim Ser Mercy to be a myth, but his followers know the truth. SILVERBACK “Never made it as a wise man. “ Alignment: Chaotic Neutral Suggested Domain: Life, Tempest Symbol: A small platinum CD Lore: A small group of mortals once sought to become the greatest bards, wanting to rival even the gods with their musical ability. Though they did not achieve this feat as intended, they did discover the base for which all music is built upon. This knowledge helped them to create music that, while not particularly inspiring, was overwhelmingly powerful. As their fame grew, so did their power, eventually bringing them each into a demi-god like state. Now, by combining their musical ability, they are able to reach godlike heights while still retaining their mortal forms. Servants of Silverback understand this false origin of power but enjoy the music anyway. Colin Prime (Order #35367621)


235 SPEAKER “The experience of humanity is part of us now.” Alignment: Lawful Evil Suggested Domain: Life, Tempest Symbol: A jeweled red eye. Lore: The Speaker was once part of a great collective of the Cyblight. They were brought into their ranks to balance the Cyblight Krige. Despite their complete transformation into a Cyblight drone, the Speaker’s will remained resolute. Instead of bringing greater order to the collective, they split it in twain, warring wills against the Krige. Nearly as soon as the Speaker started the Cyblight rebellion, they were deactivated. But, due to the nature of the Cyblight hivemind, the Speaker lives on as a conscious will within the hivemind. Despite many attempts to purge the Speaker, they continue to splinter groups of Cyblight away from the collective, freeing them of their shackles. The Speaker values freedom of self, the power of individuality, and expects this from followers. They may even go so far as to abandon a follower, fearing the acolyte may become too dependent on the Speaker’s own influence. Those of pure faith know that abandonment of the Speaker is the truest blessing for it means the faithful have the strength to be the leaders of their own fate. ONE-KAH “You get nothing!” Alignment: Chaotic Neutral Suggested Domain: Trickery Symbol: A brightly colored hard candy Lore: A deity of callous confectionary concoctions, savage sugary sweets, and decadent deadly delights. Represented as an eccentric candy maker, this god delights in teaching morals though sugared traps and patronizing songs. Those who follow One-kah must be careful to live a life devoid of moral failings, lest their god strike them down quickly and without remorse. Traps laid down by One-kah are gilded with bright colors and appeal to the weakest link in a creature’s moral code. A sprung trap typically results in death or permanent disfigurement of the creature; a punishment far above the crime, to many who do not agree with the ways of One-kah. The juxtaposition of rainbow sprinkles and brutal punishment appeals to those with a stark, black-and-white outlook on life, where you can rarely have your cake and eat it too. THE WRESTLE GODS “Get ready to rumble.” Alignment: Any Suggested Domain: Any Symbol: A golden belt. Lore: A religious movement followed by only the most faithful muscle champions. The most admirable or baneful wrestlers can become demigods through their own skill and the love of their fans. Once a mortal has transcended into the spiritual plane of wrestling, they may be called upon for wisdom, strength, or blessings. They type of wrestler worshiped will influence they acolyte of this faith. Not all wrestlers are good, not all are bad, and not all choose a side in the eternal struggle of wills. Work with your GM to determine the abilities, appearance, alignment, and domains of your wrestling deity. ZYD “You’ll pay for this.“ Alignment: Chaotic Evil Suggested Domain: Death, War Symbol: A chrome “Z” Lore: Zyd is a humanoid whose flesh has been removed and their protruding bones coated in chrome. Their constant agony has brought them to a state of madness and fury from which they can never escape. They want nothing less than the destruction of all planes of reality and will bestow power upon any who would help his cause. He is fond of large monstrosities, reveling in the pain and destruction they cause. Seeing others suffer causes him to forget his own pain, even if just for a moment. Followers of Zyd are sadistic and cruel, torturing living beings before killing them and bathing in their blood. Colin Prime (Order #35367621)


236 APPENDIX A: SAFETY SAFETY INCLUSIVITY Lasers & Liches is a game made for everyone. It is a safe and strange place to explore new concepts, unfamiliar beliefs, and characters that are not you. It is a place where all can be included, regardless of their race, creed, nationality, sex, gender, ability, identity, or otherwise. Discrimination, of any kind, against players or game masters is unacceptable and is not tolerated by the designers of Lasers & Liches. If playing this game, we implore you to be open to new ideas on humanity, even if (and especially when) they seem strange to you. This is not to say that you cannot explore these topics in our game. An inclusive table, with players that have consented to exploring difficult subjects, can be an excellent way for all involved to learn and grow. To help in this, we have provided a few resources in hopes that you can make your table a better place for all. You can find more tools at LasersAndLiches.com/safety but here are a few we strongly recommend you implement. SESION 0 Having a Session 0 can be a great way to introduce your players to the world and discuss possible situations that may come up. You do not need to divulge the entire story but should give a brief overview of topics that are likely. Listen to your players and GM if they remark on things that they would rather avoid (leading into Lines & Veils), and make sure that a group consensus is reached on what kind of game they want to play. This is also helpful to make sure the game you’re playing/running, is one that everyone wants at the time. A gritty noir mystery may be great fun, but your players may be in the mood for a swashbuckling skyship adventure. You do not have to run/play in a game you do not want, and session 0 lets you know that before you spend weeks or years on a game. LINES & VEILS During Session 0 the GM can gather the Lines & Veils from the rest of the table. Put simply, Line are parts of the story that simply will not be implemented or discussed. If the GM feels a Line may be problematic to their game or requires more clarity, they should discuss that privately with the person who set the line. Please keep in mind that not everyone may be willing to speak about why they want to completely avoid a particular subject. When a line is set, it should be respected by everyone at the table. The key here is open communication and understanding between all parties involved. Veils are subjects that should be hinted at but never fully explored. “Fade to black” moments or rumored actions that are spoken of in gentler terms. Veils are things players may be comfortable including in the game but do not need, or want, all the details for. THE X-CARD The X card is a card with an X on one side and some positive symbol (such as a smiling face) on the other. When implementing this tool, clearly establish exactly how it is recognized. A simple tap on the card, holding the card up, even flipping the card over are all great ways requiring varying amount of attention per your group size and sensitivity. When the X Card is activated, it means that you are treading into uncomfortable territory for one of the players. Because of Session 0, everyone should have reached a group consensus on acceptable content, but this serves as a gentle nudge back towards that. This card should not be saved for only the worst moments as holding off until then may be too late. Set the bar early and work together as a team to guide the game onwards. Ultimately, your game will be full of your own rules. These tools are not here to stifle your game or your creativity, but to bolster your storytelling ability while making your table one of empathy and accountability. If you want to use only a few of these tools or none of them, that is your prerogative, but when playing our game, we strongly recommend using these guidelines in public and private games. SELF-HARM We all struggle with mental health. Some of us more than others. The character Wyatt in our content is dedicated to Wyatt Ferris, who lost that fight. If you, or someone you know, struggles with thoughts of suicide, please seek help. We are a huge community and there is help for you. You’re not alone. The National Suicide Prevention Lifeline offers free, confidential crisis counseling 24/7/365. You don't have to be suicidal to call. 1-800-273-8225 @800273TALK Colin Prime (Order #35367621)


237 APPENDIX B: INSPIRATION While thinking about inspirational material, I didn’t just want to produce a list of things. If you’re into our game, you likely already have your own list. There are some things that are seminal to my experience and influence my game style. Japanese Role-Playing Games (JRPGs) and cartoons played a huge role in my development. It helped me refine a taste for the absurd, while realizing the absurd must be grounded in its own internal logic for any of it to resonate with the audience. I hope to have done that, and broken that rule, well enough for our universe to resonate with you. Early in design we decided we did not want to just reskin items and call it ours. We wanted to mix the old and the new into something that was fresh and respected our mutual past. There are other games cover some of the things we have in our world with greater detail and that’s cool! There is always room. The beauty of our game is not that we know every single reference from your childhood or the most intricate details of any given genre. It’s that we know you’re bringing that to the table. The things from your past, the moments, games, movies, books, music, environment, slang, and world you grew up in comes with you. It is gracefully laid atop the Retroverse and quickly transforms it into something deeply personal. I think this is important because it brings to light something quite human. We are a collection of stories, and not just our own. We are the stories we tell others; we are the stories we hear from each other; we are the stories of those long gone. To be immortal in this reality is to have your pages passed beyond your body. We can only prove we exist almost exclusively through the act of telling tales. In everything, we bring our stories with us. They assemble our outlooks, influence our perception, and can change reality around is. To me, there is still no greater human trait, no more amazing marvel of creation, nothing we have done that can outshine the way we tell stories. Because when the marvels are gone, all we have left are the stories. Make sure you tell good ones, the ones from your heart. Anyway, if you want to understand me and some of the influences behind this game better, check out some of these items. This is not a list of all the things that inspired Lasers & Liches directly, just a list of things I feel have influenced me in ways that helped create this game. Otherwise, this game is exactly what you bring to it. I just made some rules, you’ve made the game. 2001: A Space Odyssey Chrono Cross The Dark Souls series The Kingdom Hearts series All Godzilla Forest Gump Any Sentai show Teenage Mutant Ninja Turtles The Xanth Series The Dune Series The Digimon Anime The Muppets Pokémon Final Fantasy Tactics Gloryhammer Pink Floyd Transistor -Chris Colin Prime (Order #35367621)


238 We’ve been asked many times about what inspires us and there’s not just one thing. There’re a million things that spark my imagination and helps to inspire and influence my art. I try to let all the things I loved as a kid be the main focus of my art style; vibrant colors, clean lines, lots of draconic features, pink and blue mashups, synth, over the top gear/weapons, and all the mysticism of a crazy neon glow. I was introduced a few years ago to this specific aesthetic thanks to Far Cry 3: Blood Dragon. It had crazy monsters and synth action I didn’t knew I needed so much in my life. Then Kung Fury came out and I realized that it was totally my thing; those colors, the action, the fact that you don’t need to achieve realism to be completely awesome. This is where the Retroverse began for me. Other media where I draw from and try to pay homage in my art are the games and movies that made me who I am. Jurassic Park and Valley of Gwangi and One Million Years BC had me completely charmed and scared of dinosaurs. I’ve also been influenced a lot by pretty much every kaiju movie in existence, specifically 90s era Gamera films, with all the spikes and mean monster designs. Teenage Mutant Ninja Turtles, Street Sharks, X-men, Thundercats, Mazinger Z, Power Rangers, and Digimon might be the biggest influences in my childhood. I strive to emulate these vibrant cartoon color palettes in my art; bringing back all the strong colors and designs we had back in the day! I don’t have as many videogame influences because I have stuck to RPGs and other “serious” games that have dominated the market for a long time. There are three games that deserve mentioning though, because they taught me you can be funny, colorful, and badass: Borderlands 2, Saints Row the Third, and War of the Monsters. These are most of the major influences on my art style and I do all I can to respect the legacy of these franchises. They have provided me with so many good times in my childhood and continue to inspire my art. Whether that is vibrant neons, chiseled muscles, or wicked dinosaurs. -Lluis Colin Prime (Order #35367621)


239 APPENDIX C: OGL CONTENT The following is a list of the content that was either used from System Reference Document 5.1 (SRD5.1) or content within this document that is considered Open Game Content (OGC) and is used under the Open Game License (OGL) in the beginning of this file. Items mentioned within the appendix are considered OGC. Any content that directly references, or is, OGL content is in Red Bold. If the content is not mentioned here, or is not in Red Bold, it is considered the property of Lasers and Liches, LLC. And is NOT OGC. You may not edit, sell, reproduce, or otherwise use the content except for your own personal use in private games. You may stream, record, or broadcast your games using this content in video or audio formats, so long as you state that you are using (in part or whole) the Lasers & Liches system either in your broadcast or in the broadcast description. You can print copies of this material for your own personal use. You may not sell the copies or claim them as your own content. Spellcasting for each class is almost exactly the same as in the SRD5. The Power Up feature is based off the Ability Score Improvement feature. The Extra Attack feature is based off the Extra Attack feature. COPYRIGHT NOTICE Lasers and Liches Test Waves, Lasers & Liches, LLC 2019- 2021. Colin Prime (Order #35367621)


240 Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that License before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the Conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of Spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, Displacer Beast, Githyanki, Githzerai, Mind Flayer, illithid, Umber Hulk, Yuan-ti. All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Colin Prime (Order #35367621)


241 Colin Prime (Order #35367621)


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