Your mastery of Cantrips, has allowed you to unlock new levels of their potential via expending your magical power. When casting this spell you may combine 2 different cantrips that you know with a casting time no greater than one action. The effects of each combination are unique, and combinations only work if they are listed in the details of this spell.
When you cast this spell using a spell slot of 4th level or higher can increase the number of cantrips combined by 1 for every 2 slot levels above 3rd; however, you may never use the same cantrip more than once. If you do not add more cantrips to the formula when higher level casting this spell you use the higher level casting benefits that combo has written in its description.
- The casting time is an Action unless it specifically states otherwise.
- The base factors of the spell like duration and effect are taken from the cantrip unless it specifically states otherwise.
Combination options
1.) Storm Strike: (Booming Blade + Shocking Grasp)
2.) Enhanced Flame: (Produce Flame + Control Flames)
3.) Emerald Eruption: (Green Flame Blade + Booming Blade)
4.) Abjuration Marvel: (Resistance + Blade Ward)
5.) Divine Word: (Thunderclap + Word of Radiance)
6.) Flare: (Firebolt + Control Flames)
7.) Sensory Disturbance: (Dancing Lights + Light)
8.) Divine Assistance: (Guidance + Resistance)
9.) Funereal Pyre: (Sacred flame + Toll of the Dead)
10.) Aerial Precision: (Gust + True Strike)
11.) Death Forestall: (Resistance + Spare the dying)
12.) Tracking Quicksand: (True strike + Mold earth)
13.) Grasping Vine: (Thorn Whip + Mold Earth)
14.) Helping hand: (Mage Hand + Magic Stone)
15.) Claws of Death: (Mage Hand + Chill Touch)
16.) Electro Magnet: (Lightning Lure + Shocking Grasp)
17.) Cruel Commentator: (Vicious Mockery + Minor illusion)
18.) Bullying Burst: (Thunderclap + Vicious Mockery)
19.) [Bonus Action] Viridescent Torch: (Green-Flame Blade + Shillelagh):
20.) [Bonus Action] Thunder Twig: (Booming Blade + Shillelagh):
21.) [Bonus Action] Timber-Glaze Blade: (Shape Water + Shillelagh)
22.) [Bonus Action] Stone Pummeling: (Mold Earth + Shillelagh)
23.) Electric Pool: (Shape Water + Shocking Grasp)
24.) True Boom: (Booming Blade + True Strike)
25.) Heat Seeker: (Green-Flame Blade + True Strike)
26.) System Shock: (Shocking Grasp + True Strike)
27.) Summoning Strike: (Booming Blade + Lightning Lure)
28.) Wizardly Warrior: (Blade Ward + True Strike)
29.) Freeze Beam: (Ray of Frost + Frostbite)
30.) Flaming Savagery: (Primal Savagery + Produce flame)
31.) Blade Barrier: (Sword Burst + True Strike)
32.) Acid Storm: (Acid Splash + Gust)
33.) Storm of Stone: (Mold Earth + Gust)
34.) Opposition Unknown: (Minor Illusion + Friends)
35.) Bursting Bonfire: (Create Bonfire + Control Flames)
36.) Disorienting Repetition: (Message + Encode Thoughts)
------------- 3 Part Formulas -------------
00.) Permeating Affront: (Message + Encode Thoughts + Vicious Mockery)
- 1.) Storm Strike: (Booming Blade + Shocking Grasp) You may choose to roll the to hit for the weapon attack or for the spell attack as the caster may choose to use their physical prowess to make contact, or have their magic guide their body. All effects of both cantrips apply, and if the target triggers the movement effect of booming blade they suffer from an additional shocking grasp. The movement restriction recharges every time you hit with either a Shocking grasp or Booming blade attack. The duration is 1 minute, and concentration is required
- 2.) Enhanced Flame: (Produce Flame + Control Flames) You may now treat your Produce Flame as a nonmagical flame for the purpose of the Control Flames Cantrip, but not for anything else. You may also now choose to make your melee attacks with a range of 5 feet deal extra fire damage as you perfectly coat your weapons in a fire that only burns on the outside. The extra damage is a number of d4's equal to the number of d8's in the produce flames damage. As an action, bonus action, and opportunity attack you may launch of ball of fire treated as produce flame. Duration is 10 minutes.
- 3.) Emerald Eruption: (Green Flame Blade + Booming Blade) On a hit the initial target suffers the effects of both cantrips and whether or not you hit all other creatures within 5 feet of the target that you chose, and the target must make a Constitution Saving throw. On a failure the secondary targets take the leaping fire damage of Green-Flame, and take the half the on hit damage of the booming blade as a blast of vibrations and fire covers them. On a successful save the secondary targets suffer half the damage they would have taken on a fail.
- 4.) Abjuration Marvel: (Resistance + Blade Ward) One target of your choice gains the continuous benefits of both cantrips. When you cast this spell using a spell slot of 4th level or higher, the bonus to saving throws increases by 1d4 for every three slot levels above 3rd. The duration is 1 minute, and concentration is required.
- 5.) Divine Word: (Thunderclap + Word of Radiance) Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save it takes damage equal to (A casting of Thunderclap and Word of Radiance + 3d6), additionally they have disadvantage on saving throws and attacks for a number of turns equal to your spell casting modifier. On a successful save they take half damage. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every slot level above 3rd.
- 6.) Flare: (Firebolt + Control Flames) You may choose between two styles of this combination. Either one you chose you increase the amount of die used for firebolt by 1d10 per level of the spell slot.
1) Flare Blast: All creatures within 5 feet of the target, including the target must make a dexterity saving throw. On a failed save they take half of the firebolts damage. On a successful save they take half of the firebolts damage.
2) Flare Hail: You create a number of condensed balls of fire equal to the number of dice rolled for the damage of firebolt, and each of them are treated as their own casting of Firebolt.
- 7.) Sensory Disturbance: (Dancing Lights + Light) You create 4 balls of intensely bright colorful flashing lights with an effect radius of 5 feet (Bright light of 30 feet, and dim light for an additional 30 feet), or one medium sized light that has an effect radius of 15 feet (Bright light of 90 feet, and dim light for an additional 90 feet). When a creature enters the effect area for the first time on a turn, starts its turn there, or has the light appear in their area they must make a Constitution saving throw. On a failed save the creature is stunned, prone, blinded, and takes 2d4 radiant damage. On a successful save the creature is blinded, and takes half damage. The lights may be controlled as in Dancing lights. The duration is 1 minute, and concentration is required.
- 8.) Divine Assistance: (Guidance + Resistance) A number of creatures equal to your spell casting ability modifier within sight gain the continuous benefits of both cantrips. When cast at a higher level you may increase the duration by 10 minutes. The duration is 10 minutes, and concentration is required.
- 9.) Funereal Pyre: (Sacred flame + Toll of the Dead) Both effects take place, and if a creature is resistant to one damage type, but not the other their resistance is ignored. This is because the damage types are blended together as the power comes from the divine nature of life and death. The damage is also increased by 1d8 per level of the spell slot.
- 10.) Aerial Precision: (Gust + True Strike) Both wind and Magic surround you and a creature of your choice within 60 feet supporting every offensive movement that you make against them. Any weapon attack with a range of 60 feet or less that you deal does an additional 1d4 damage per level of the spell slot, you have advantage on the attack roll, and you add your spell casting modifier to the attack roll. Additionally you may make an attack as a bonus action after casting this spell. The duration is 1 minute.
- 11.) Death Forestall: (Resistance + Spare the dying) Select a number of willing creatures within 30 feet of you. They now automatically become stable should they fall to 0 hit points. If an effected creature is down than at the beginning of each of their turns they may roll a constitution saving throw + (1d4 per level of the spell slot used). If the roll is 20 or above they heal to 1hp and awaken. If a target under this spell takes more than double their max hp in damage they fall into normal death saving throws, and the spell no longer effects them. The duration is 1 hour, and concentration is required.
- 12.) Tracking Quicksand: (True strike + Mold earth) You create a 5 by 5 foot square of churning earth underneath one creature that is within sight. The creature must make a Dexterity saving throw when the cube appears underneath them. On a failed save the creature is restrained, and prone within the earth. They must make a Strength (Athletics) check against your spell save dc in order to escape. If the target is a size small they have a -4 to their athletics check, and must hold their breath for as long as they are trapped. If the target is tiny they have a -8 to their athletics check, and must also hold their breath. If the target escapes the quicksand than at the start of your turn the cube of earth travels a number of feet equal to 10 times your spell casting ability modifier towards the target. The cube may only travel across loose earth, and it may not switch targets unless recast. You may choose to keep the targets head above the ground so that they may breath. The duration is 1 hour.
- 13.) Grasping Vine: (Thorn Whip + Mold Earth) You select an unoccupied 5 by 5 foot square, and cause a growth of magical plant life to appear there. You may now treat that space as the origin point for the thorn whip spell. The amout of dice used for thorwhips damage is increased by 1d6 per level of the spell slot used. You make multiple vines that all attack at once, and only once. The vine amount is equal to the number of dice rolled for thorn whips damage. If a creature was subjected to thorn whips pulling effect they are grappled until they make a Strength (Athletics) check against your spell save dc to escape. You may also use your action to constrict the vines around any targets they have grappled. If you do so you automatically deal bludgeuoning damage equal to a casting of Thorn whip to all targets. A vine may be destroyed by having damage dealt to it equal to your spell casting ability score. Concentration is required, and duration lasts until dispelled, destroyed, or concentration is lost.
- 14.) Helping hand: (Mage Hand + Magic Stone) You create a mage hand with the imbued ability to empower any pebble that it throws. As a bonus action you may command the Mage hand to target a creature that you can see. After you have given it a target at the end of each of your turns the mage hand will throw a stone if it has one on hand. The stone will act as Magic Stone describes, except for the range being altered to 10 times Spell slot level used. The mage hand may only carry 3 pebbles at a time, but any creature near it may use their item interaction to give the mage hand more pebbles. The mage hand can also self reload if it is within 1 foot of pebbles. Duration is 1 hour per level of the spell slot used
- 15.) Claws of Death: (Mage Hand + Chill Touch) You create a powerful spectral hand that you may give a command as an action, or as a part of casting this spell intitially. The hand is treated as the chill touch spell for attacks. The damage of the claw increases 1d8 per level of spell slot used. Duration is 1 minute. The commands you may give are along the lines of:
1) Protect: The mage hand stays within your space, and will attack any hostile creature that starts its turn within 5 feet of you, or moves to be within 5 feet of you.
2) Grasp: The hand flys out towards a target within 120 feet and grip onto it. The creature must make a Dexterity, or Strength saving throw against your spell save dc at the beginning of their turn. On a failed save the hand stays gripped onto their body, and they take the damage again. On a Successful save the target takes half damage as they rip off the hand before they can be hurt anymore by the necrotic energy. If the claw is ripped off the target it floats aimlessly until given a new command.
- 16.) Electro Magnet: (Lightning Lure + Shocking Grasp) You target one creature that you can see and is within 300 feet you and you create a magnetic tether between yourself and them. they must make a Strength Saving throw against your spell save dc. A target makes the save at disadvantage if they are wearing metal. On a failed save the target is hurled towards you a number of feet up to 20 times the level of the spell slot used. On a successful save the target is hurled towards you a number of feet up to 10 times the level of the spell slot used, and takes half damage from all damage generated from this spell. On a successful save where the number rolled passes the DC by 5 or more nothing happens.
If there is a creature blocking the targets path towards you that being must also make a Strength or Dexterity Saving throw. If they choose a Dexterity save both creatures take bludgeoning damage equal to 1d6 for every 10 feet of movement the spell offered, and the stationary creature is knocked prone. If they choose a Dexterity save and pass than they take half of the Bludgeoning damage. If they choose a Strength save both creatures automatically take the Bludgeoning damage. On a failed save the creature is knocked prone. On a successful save the creature stops the movement of the original target in the space right in front of the stationary creature. If the stationary creature is knocked prone, and the original target is done moving than both creatures share a space.
If the original target gets within 5 feet of you their movement stops as your hand reaches out and catches them draining the remaining kinetic energy. You than deal an amount of damage equal to the combined damage of Lightning Lure and Shocking Grasp. If there is another creature sharing the space of the target during the damage dealing time than that other creature must make a Dexterity saving throw. On a failed save the creature takes half of the original damage. On a successful save the creature takes no damage, and moves to an unoccupied space within 5 feet.
- 17.) Cruel Commentator: (Vicious Mockery + Minor illusion) In an unoccupied space within 60 you create the illusory image of a medium creature sitting on a chair eating popcorn. The illusion takes on the form of a cherished creature in the mind of whomever observes it. As a bonus action you cause the Commentator to yell out a burst of hateful gibberish that those who fall victim to the magic interpret as a deep and hurting insult. All creatures you choose within 30 feet of the Commentator must make a Wisdom saving throw. On a failed save they suffer the damage of your vicious mockery, and feel immense shame causing disadvantage on Ability checks and Attack rolls while the commentator is in sight. A creature within 5 feet of the commentator may do an investigation check against your spell save dc. On a successful Investigation check the creature is no longer effected by the commentator. Duration is 1 minute.
- 18.) Bullying Burst: (Thunderclap + Vicious Mockery) Magic fills your lungs before releasing in one massive rude shout. You say something with such venom that they cannot process the words you speak, as their body is torn asunder. All creatures within 5 feet of you must make a Constitution saving throw. On a failed save the victim takes the damage your thunder clap spell, and is stunned until the end of your next turn. On a successful save the victim takes half damage, and is stunned until the beginning of their turn. When the targets are no longer stunned they must make a Wisdom saving throw as they finally processed what you said. On a failed save the target takes the effect's of Vicious Mockery, and has a -1d4 to all wisdom saving throws it makes for the next minute. On a successful save the target takes half the damage of the vicious mockery.
- 19.) [Bonus Action] Viridescent Torch: (Green-Flame Blade + Shillelagh): A wooden rod that you hold is filled with the strong energies of nature. Crackling lines of green fire fill the fractures in the wood, and travel along the staff. You may treat this weapon as under the effect of the Shillelagh spell. All attacks you deal with the staff are treated as castings of Green Flame Blade. As a bonus action you may lightly strike your staff towards a target within 5 feet, and upon contact there is a burst of green flames: Make a weapon attack, and on a hit deal the effects of Booming Blade; however as the strike is light and fast there is no initial weapon damage.Duration 1 minute.
- 20.) [Bonus Action] Thunder Twig: (Booming Blade + Shillelagh): A wooden rod that you hold is filled with the strong energies of nature. An aura of distorted air surrounds the staff as vibrations radiate off of it. You may treat the weapon as under the effect of the Shillelagh spell. All attacks you deal with the staff are treated as castings of Booming Blade. As a bonus action you may lightly strike your staff towards a target within 5 feet, and upon contact send a condensend ball of vibrations into their body: Make a weapon attack, and on a hit deal the effects of Booming Blade; however as the strike is light and fast there is no initial weapon damage. Duration 1 minute.
-
21.) [Bonus Action] Timber-Glaze Blade: (Shape Water + Shillelagh) You coat water around a wooden rod, and than magically increase the water to cover the entire stick before freezing over the water in the shape of the blade of any slashing or piercing weapon you desire. This creates a magical weapon fueld by nature equally sturdy to an uncommon magical weapon. You may treat this weapon as under the effect of the Shillelagh spell with the basic damage being either piercing or slashing. You deal an additional 1d8 of cold damage equal to the level of spell slot used. Duration 1 minute. Concentration is required
- 22.) [Bonus Action] Stone Pummeling: (Mold Earth + Shillelagh) You touch a stone againt the end of a wooden rod, and fuse the 2 materials together for the duration. Before each strike the stone attracts surrounding dirt and stone at incredible speed enlarging in size, weight, and magical energy making the blows deal incredible damage. Directly after the blow the excess stone and dirt will fall to the ground until the apex of the next swing. This you may treate the weapon as under the effect of the Shillelagh spell. You deal an additional 1d6 of damage equal to the level of spell slot used. When you are hit by an attack or required to make a saving throw against a damaging effect that deal lightning or fire damage you may use your reaction to create a temporary wall/dome of earth. This reaction adds +1 per level of the spell slot to your AC for the triggering attack, nullifies any lightning, and halves any fire damage of the trigger. Duration 1 minute. Concentration is required.
- 23.) Electric Pool: (Shape Water + Shocking Grasp) Using up to 3 gallons of water you create a path of a thin layer of water floating an inch off of the ground. You may freely create the path using 3 connected 5 by 5 foot squares for every gallon of water used in this spell. Than as apart of the same action you used to create this pool you may cast Shocking Grasp so long as you can touch the trail of water. All creatures touching the water must make a Dexterity saving throw, and if they are wearing armor they have disadvantage. On following turns you may move the water as a Bonus Action with each square of water being capable of moving 5 feet. As an Action as long as this spell presists you may cast Shocking Grasp through the water again. Only your casting of Shocking grasp paired with your own controlled water allows for this effect to take place. When you cast Shocking grasp in this manner you deal an additional 1d8 of damage equal to the level of spell slot used. Duration 1 minute
If cast using a 4th level spell slot, or higher the movment speed increases by 5, and the max amount of gallons increases by 1 for 4th level and every 2 slot levels above 4th.
- 24.) True Boom: (Booming Blade + True Strike) You focus your mind through magic looking into every possible strike, and weakpoint of your target. You attack a singular creature using the Booming Blade spell. If on your Attack roll a natural 1 your attack still hits; however your damage is halved. If you roll a number below your opponents AC the attack hits and is treated as normal. If your attack roll meets or passes your opponents AC the attack is treated as a critical hit. If you roll a critical hit the number of dice you roll for the initial damage is multiplied by 3 instead of the doubling of the normal crit. Booming Blade's damage increases by 1d8 thunder damage for every level of the spell slot used.
- 25.) Heat Seeker: (Green-Flame Blade + True Strike) You focus your mind through magic looking into every possible strike, and weakpoint of your target. You attack a singular creature using the Green-Flame Blade spell. If on your Attack roll a natural 1 your attack still hits; however your damage is halved. If you roll a number below your opponents AC the attack hits and is treated as normal. If your attack roll meets or passes your opponents AC the attack is treated as a critical hit. If you roll a critical hit the number of dice you roll for the initial damage is multiplied by 3 instead of the doubling of the normal crit. Greedn-flame Blade's damage increases by 1d8 fire damage per level of the spell slot used
- 26.) System Shock: (Shocking Grasp + True Strike) You focus your mind through magic looking into the very nervous system of your opponent, and for a brief moment you perfectly understand how to manipulate it to your benefit . You attack a singular creature using the Shocking Grasp spell. If on your Attack roll a natural 1 your attack still hits; however your damage is halved. If you roll a number below your opponents AC the attack hits and is treated as normal. If your attack roll meets or passes your opponents AC the attack is treated as a critical hit. If you roll a critical hit the number of dice you roll for the initial damage is multiplied by 3 instead of the doubling of the normal crit. Shocking Grasp's damage increases by 1d8 Lightning damage per level of the spell slot used.
- 27.) Summoning Strike: (Booming Blade + Lightning Lure) You target one creature within 90 feet and invoke a forceful burst of thunderous energy from behind them attempting to force them forward. They must make a Strength saving throw. On a failed save the target is hurled towards you a number of feet up to 10 times the level of the spell slot used. On a successful save the target is hurled towards you a number of feet up to 5 times the level of the spell slot used, and takes half damage from all damage generated from this spell. On a successful save where the number rolled passes the DC by 5 or more than they take half damage from all damage generated from this spell, and are not forced to move. The initial burst deal 1d8 of thunder damage per level of the spell slot used.
If there is a creature blocking the targets path towards you that being must also make a Strength or Dexterity Saving throw. If they choose a Dexterity save both creatures take bludgeoning damage equal to 1d6 for every 10 feet of movement the spell offered, and the stationary creature is knocked prone. If they choose a Dexterity save and pass than they take half of the Bludgeoning damage. If they choose a Strength save both creatures automatically take the Bludgeoning damage. On a failed save the creature is knocked prone. On a successful save the creature stops the movement of the original target in the space right in front of the stationary creature. If the stationary creature is knocked prone, and the original target is done moving than both creatures share a space.
If the target is within 5 feet of you by the end of the forced movement than you may make a Booming Blade attack. If the target failed the saving throw than you have a bonus to the attack roll equal to twice the spell slot level. If the target succeeded the saving throw than you have a bonus to the attack roll equal to the spell slot level. If the target succeeded the saving throw by 5 or more than no additives from this spell apply.
If the Booming Blade hits than the target is knocked prone one space behind you as momentum carried them over. (Note: This does not trigger the secondary effect of Booming Blade)
- 28.) Wizardly Warrior: (Blade Ward + True Strike) You coat yourself in magic directed towards warrior combat, allowing your mind to quickly process every movement that takes place towards you and how to use it to your advantage. You have resistance to Bludgeoning, Slashing, and Piercing Damage. You have advantage on all Attack rolls you make. All creatures you can see have disadvantage on attack roles against you. When ever you are hit by an attack you may use your reaction to immediatly make a melee attack on a creature within range. Additonally when you use this reaction you add 1d4 damage per level of the spell slot used. Duration is 1 minute, and concentration is required.
- 29.) Freeze Beam: (Ray of Frost + Frostbite) You shoot out a focused beam of cold energy with the intent of minamizing the targets ability to move. One target that you can see within 60 feet must make a Constitution saving throw. On a failed saving throw the target take s the damage of both cantrips, has their speed reduced by a number of feet equal to 10 times the spell slot level, they now must make sleight of hand checks DC 10 in order to cast spells with somatic components, and has a minus to all checks requiring hands equal to 2 times the spell slot level. On a succeesful save the target takes half damage, has their speed reduced by a number of feet equal to 5 times the spell slot level, they now must make sleight of hand checks DC 10 in order to cast spells with somatic components, and has a minus to all checks requiring hands equal to 1 per spell slot level.
- 30.) Flaming Savagery: (Primal Savagery + Produce flame) You coat your hands in boiling acidic liquid that takes on the shape of a claw with flames dancing across its form. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Whenever you make an unarmed melee strike you may treat the attack as a casting of Primal Savagery that deals an additional 1d4 fire damage per level of the spell slot used. Duration 10 minutes.
- 31.) Blade Barrier: (Sword Burst + True Strike) You surround yourself with spectral blades that are guided by your divination ability. You gain a bonus to your AC equal to 1 per level of the spell slot used. As an Action, and a Bonus Action after you cast this spell you may cast Sword Burst targeting only the creatures you choose to within your range. When you cast Sword Burst in this manner the targets automatically fail the saving throw. If a target has an ability such as evasion that allows it to automatically succeed the save than they instead take half damage. Duration is 1 minute, and concentration is required.
- 32.) Acid Storm: (Acid Splash + Gust) You fill a 5 by 5 foot cube with a floating coilation of acid that is whipped around by powerful wind. As a Bonus action you may move the Acid a number of feet equal to 10 times the level of the spell slot used. If the acid makes contact with a creature it losses a majority of its remaining movement speed; however, the coilation may be moved slightly to be inbetween multiple creatures spaces. Being in contact with up to a maximum of 4 creatures in a square. If The Acid is in contact with a creature at the start of the creatures turn, or if the creature moves into it they automatically take the damage of Acid Splash. The damage is increased by 1d6 per level of the spell slot used. Duration 1 minute.
- 33.) Storm of Stone: (Mold Earth + Gust) You select a number of creatures within 30 feet equal to your spell casting ability modifier. So long as those creatures are within 30 feet of you bits of stone, and dirt swirl around their form. A targeted creature gains +1 per level of the spell slot used to their AC and Dexterity saving throws, resistance to lightning and fire damage, and any creatures that hit the target with a melee attack suffer damage equal to 1 per level of the spell slot used. Additionally as a bonus action, or reaction to an effected creature being hit by an attack, making an attack, casting a spell, or forced to make a saving throw you may lock any number of the effected creatures in an earthern dome until the start of your next turn. While in this earthern dome a creature is treated as having full cover. The dome has the following attributes:
Immune to Lightning, Fire, Necrotic, Psychic, Poison, and Cold damage.
Resistance to Piercing and Slashing damage.
Vulnerable to Force and Thunder damage.
Has an amount of hp equal to 5 times the spell slot level used.
Duration is 1 minute, and concentration is required.
- 34.) Opposition Unknown: (Minor Illusion + Friends) You create an illusory overlay across the sight of a number of targets equal to your spell casting ability modifer that are also within 60 feet of you. Targets must make an Intelligence Saving throw aginst your spell save DC. On a failure the the target sees all creatures as either their most trusted friend, or their most hated foe. You choose which of the two you want them to see. On a Succesful save the target is unaffected.
Hated Foe: The target must use their most powerful damage dealing attack, spell, or ability on the nearest foe they see. If an ally of the target uses an action to persuade the target into calming down the ally must roll a persuasion check against your spell save DC. On a successful persuasion check the target still sees everyone as a foe, but can stop taking actions if they choose to do so. At the end of each of the targets turns they may make an additional Intelligence saving throw against your spell save DC.
Trusted Friend: The target is charmed, and must spend any action economy possible to attempt to stop any violence that may be taking place. If an ally of the target uses an action to persuade the target into calming down the ally must roll a persuasion check against your spell save DC. On a successful persuasion check the target still sees everyone as a foe, but can stop taking actions if they choose to do so. Whenever the Target takes damage, or at the end of each of their turns they may make an additional Intelligence saving throw against your spell save DC.
- 35.) Busting Bonfire: (Control Flames + Create Bonfire) You conjure a bonfire in the manner of the Create Bonfire spell with the differences being: it fills a 10-foot cube, the damage dealt is increased by 1d8 per level of the spell slot used, and if the saving throw is passed the target takes half damage. As a Bonus Action you may move the entire bonfire 5 feet, if moved onto a target the target does not take damage until the start of their turn. . If you cast control flames on the bonfire you may treat any creatures as fuel for the purpose of expanding the flames for a brief moment.
- 36.) Disorienting Repetition: (Message + Encode Thoughts) You point towards one creature within 120 feet, and force a short phrase into their mind. The target must make a wisdom saving throw. On a failure the phrase echoes throughout every portion of the targets mind disrupting their every other thought and desire. The target is stunned. They may make an additional wisdom saving throw at the end of each of their turns. On a successful save the target is capable of forcing the thought out of their mind completely. Duration 8 hours.
3 Part Fomulas
- 00.) Permeating Affront: (Message + Encode Thoughts + Vicious Mockery) You target one creature you can see within 120 feet, and force a short insulting phrase into their mind. They immediatly suffer the effects of Vicious Mockery with the damage being multiplied by the level of the spell slot used. The phrase than proceeds to echoes throughout every portion of the targets mind disrupting their every other thought and desire. At the end of the targets turn it takes the damage of a normal Vicious Mockery, and may now make a wisdom saving throw agianst your spell save dc. On a successful save the target is capable of forcing the thought out of their mind completely. If you so desire you can choose not to multiply the damage on the initial round of casting. If you choose to not multiply the damage than you did not need to use any spell components and no one is aware you cast the spell unless they have detect magic up. Additionally if you cast the spell secretly the target has no knowledge it is being effected by a spell unless it passes an Arcana check against your spell save DC. The target simply believes it is being overwhlemed by shame. Duration 8 hours.
* - (Any material components necessary for the cantrips used.)
Previous Versions
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1/15/2022 6:30:09 PM
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1.7
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Coming Soon
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