A simplistic scroll rolled up in parchment and held by two wooden rods; contains a long lost, or just discovered, school of magic that contains its origins from the outer reaches of the Far Realm. The Ancient Scroll of Otherworldly Ordeals reveals a plethora of fresh spells, branching from a school of magic known as Xenomancy.
There are 1 cantrip and 9 spells in total, written in ascending Spell Level order, found below:
Decompose
Cantrip, Xenomancy spell
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungi and moss as it degrades into compost and mulch. An odd-colored flower or fungus may also spring from the corpse in time. Roll on the Sprouting Table.
______Sprouting Table = 1D6__________________________________
- Bloodcap: A bright maroon red cap coats your gaze as it sprouts. (Raw) Consuming this reddish, veiny mushroom induces an uncontrollable rage, causing a creature's attack rolls to have Advantage, but also gives incoming attacks against the creature Advantage for 1 minute. You have a 30% chance of the effect taking place even if you've only touched the mushroom. Weapons can be smeared with this fungus to deal +1d6 Poison damage for 1 hour. (Brewed) Can be boiled down into a Potion of Fire Giant Strength.
- Tiger's Toe: A knobby tan fungus jolts out quickly. Often found in very high tree tops, this mushroom can be crushed into a balm for sore muscles. Though it smells like vanilla, it tastes vile. (Raw) Consuming this tan plant life acts as a Lesser Restoration spell. (Brewed) Mixing this fungus with some edible wildberries turns the concoction into a Potion of Healing.
- Sylvanhat: A very rare white mushroom that only grows in forests inhabited by fey, appears all of the sudden. Peeling away at its thin skin reveals a "core" of valuable blue metal, called Azulite, found nowhere else. When crushed into a fine powder and inhaled by nose, the user becomes Immune to being Charmed or Frightened for one hour.
- Arboreal Touch: A sickly thin root-like black flower sprouts. Grasping the coiling thing causes the "roots" to attach, like to a host. The host leaves a trail of sticky, sap-like residue upon everything they touch for 8 hours. (Raw) Consuming the icky root causes you to suffer 1d8 Necrotic damage, though you gain 60ft of Darkvision for 3 hours. (Brewed) Mixing it with a Potion of Healing creates a Potion of Necrotic Resistance. You have a 10% chance of the mixing to fail, causing the potion to become a poison instead, causing you to be restless, unable to recover HP from rests for 2 days. After the 48hrs, you must make a CON DC17 Save, or suffer 1 Exhaustion. On a success, the poison's effect wears off.
- Blackmoss: A fluff of brownish moss covers the vicinity. Often found in caves and other such darkness, if (Brewed) in water, it formulates into a dark sludge- somewhat similar to horrible gas station coffee. Highly acidic and somewhat caffinated, it can remove Exhaustion levels. (Raw) Eating it straight up grants you 1d6+2 temporary hitpoints.
- Winter Diamond: A stunning pale blue crystaline flower grows triumphantly in the wake of demise. (Raw) Consuming this flower is tricky, as it is more so of a crystal than a plant, but doing so, you recover one 1st level spell slot and gain Resistance to Cold for 1 hour. (Brewed) Mixing this crystal flower requires it to be crushed and ground into a fine dust, as well as having some silver dust nearby. Fusing the two powders and pouring in a liquid base like water has the chance to make 2 kinds of potions: (1-50) Potion of Superior Healing, or a (51-100) Potion of Invulnerability.
Dark Void
1st level Xenomancy spell
Casting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: Instantaneous
You grasp the fabric around a target within range, pulling necrotic energy from it and creatures within a 5-foot radius of your choice. The creatures must make a Constitution saving throw. On a failed saving throw, a creature takes 1d8 Necrotic damage and gains the effect of 'Pain'. On a successful save, the creature takes half damage, and suffers no further effect.
Pain. Wrought in agony, ones body becomes excruciating to simply bare. A creature under this effect is Stunned until attacked, healed, or shaken back to its senses.
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.
Arsenal
2nd level Xenomancy spell
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
You summon a yellow glowing wisp which hovers 5ft near you and follows you; as a Bonus Action after being summoned, you can command the wisp to move up to 30ft away from you.
You can select up to 2 different weapons of which it will carry for you. The wisp carries the chosen weapons, allowing you, or your allies to switch between these weapons as a free action when within the wisps reach.
Cosmic Vision
3rd level Xenomancy spell
Casting Time: 1 Action
Range: Self, 30-foot Radius
Components: V
Duration: Concentration, up to 1 minute
You force a vision of the cosmos with stars, planets, and moons onto yourself, using the spirit of the cosmic beings to fulfill the vision. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature starts its turn within 30 feet of you, it must make a Charisma saving throw, or take 2d10 Force damage and be moved up to 15 feet closer to you. On a success, a target takes half as much damage and isn't moved.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the Force damage is increased by 1d10 for each slot level above 3rd.
Mind Blur
4th level Xenomancy spell
Casting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: Concentration, 1 Minute
Target a creature within 30ft which you can see to make them contest a Intelligence check against you. On their failure, you erase their visual perception of ONLY you, making them unable to see you until the spell ends or you lose concentration.
At Higher levels: If you cast this spell using a spell slot of 5th level or higher, You can choose an additional ally for each slot level above 5th to be concealed from the vision of the target.
Shadow of Inertia
5th level Xenomancy spell
Casting Time: 1 Action
Range: 50-foot Line
Components: V, S
Duration: Instantaneous
You dart in a 50ft straight line instantaneously to any direction of your choosing. Should anything between your origin point to the end of the line intervene, i.e., walls, objects, or creatures, is where you stop, and that intervening object or individual takes 7d10 Force damage.
Eyes of Six
6th level Xenomancy spell
Casting Time: 1 Action
Range: Sight
Components: V
Duration: Concentration, 10 Minutes
You look into the spirit of up to six creatures you can see. One glowing eye per target manifests near you like a scarf, trained on its quarry. A target of this spell is always visible to you and appears as an outline behind walls and other obstacles. The first time that a outlined target would damage you, it is foreseen and absorbed by that target's eye, causing you to take no damage. The eye then winks out of existence and the spell ends on its target.
Alternatively, as a Reaction, you can reflect the damage an eye absorbs back onto its target. The creature must make a Dexterity saving throw or take the damage it would have dealt you as Psychic damage. The target takes half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature per slot level above 6th.
Flower Moon
7th level Xenomancy spell
Casting Time: 1 Action
Range: Self, 30-foot Radius
Components: V, S, M (A night-blooming flower)
Duration: Concentration, up to 10 minutes
When you cast this spell, an ethereal sylvan flower appears in front of your face. Each creature other than those of your choice within the spell's radius must make a Wisdom saving throw, or be Paralyzed for the duration. If a target of this spell can see a moon, it sees the ethereal flower overtake the moon, and while it is Paralyzed, attack rolls against it always hit, even if you roll a 1.
At the end of each of its turns, an affected creature can make another Wisdom saving throw. On a success, the spell ends on that creature. This spell has no effect on fey.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell's radius increases by 30 feet for each spell slot above 7th.
Out Force
8th level Xenomancy spell
Casting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: Instantaneous
Choose a spot or target within 30ft of which you can see. This spell makes things fold inward in a 5x5ft cubed dimension. An object turns inside out. A chest for example, folds into a cube of wood and the contents inside spill outwards. A creature being targeted by this spell must make a Wisdom Saving Throw, or have a massive section of their body spill outwards, taking 10d10 Force damage. On a success, the creature takes half damage and little to no physical altercations.
The danger of this spell alone explains why so many schools of magic abandoned or banished the use of it. Almost any creature would simply die from such a loss of body mass. Although, If the DM deems a Medium or Larger creature would be able to survive such an effect, that creature would face substantial impact, requiring at least an 8th level healing spell to reverse the damage. Otherwise, a Tiny or Small creature outright dies from exposure.
Touch Infinity
9th level Transmutation/Xenomancy spell
Casting Time: 1 Action
Range: Unlimited
Components: S
Duration: Instantaneous
"All the world can change with just a snap of the fingers."
With a gesture and an effort of will, you tear the fabric of reality and change it to suit your vision. You have access to a pool of 500 points. You can use these points in the following ways, and can use them in any combination of your choosing:
- Kill: You can try to kill a creature you are aware of by spending a number of points equal to its remaining hit point total. The target must make a Charisma saving throw. If they fail, they die. If they succeed, you still lose the points you spent, and they are unharmed. You can choose to target any number of creatures, so long as you have sufficient points available.
- Maim: You can damage a creature. Spend a number of points equal to five times the amount of damage you’d like to inflict. The target takes Force damage equal to this amount, but stops at exactly 1 hitpoint remaining. You can target an unlimited number of creatures with a single casting, spreading the points among them.
- Move: You teleport any creature of your choosing to any unoccupied location that you desire. If the target is unwilling, they must make a Wisdom saving throw to resist this effect. Attempting to move a creature costs a number of points equal to their current hit point total.
- Shape: You shape reality. Choose a number of 5-foot cubes equal to the amount of points you wish to spend. You cannot choose a cube that is occupied by a creature. You can manipulate nonliving material within these cubes, creating or destroying as you wish. You cannot create substances with a measurable cost in gp, but you can create stone, dead wood, water, or other materials. This cannot entrap or cause damage to living creatures.
- Create: You make something new. You can spend 50 points per 1 CR to create a creature, or 1 point per 10 gp when creating an item with a measurable gold cost. You can create multiple creatures or items when using this. Creatures created using this spell obey your commands, but are otherwise ordinary.
Once you've finished casting this spell, you gain two levels of Exhaustion.
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