Prerequisite: You must have the Prestidigitation, Thaumaturgy, Druidcraft, and Elementalism cantrips prepared.
After each long rest you have a total of 2 effect casts, and gain 1 more effect cast per short rest. At the cost of 1 effect cast, choose 1 out of the 5 phenomena options below and 2 different effects of that phenomena, create a bizarre phenomena at a point you can see within range. Each creature within the 10-foot-radius sphere of the spell must make a saving throw specified by the phenomena. On a failed save, a creature takes 1d4 Psychic damage, if two effects both change the spell's damage type, you may pick one of those damage types to be the spell's damage type. Each unique phenomena effect combination can only be used once per long rest, reversing the order you pick the effects doesn't count as a new unique effect combination. (Quick note abbreviation example using the spell's phenomena and effect numbers: 3:1+2 = Dancing Flames: Ignite + Flicker. Effect casts go at the top of notes represented as slashes, turn them into X's when used: / / -> X X) If casted again, all effects are replaced with the new effects. If you don't use an effect cast, you can target one creature within rage with a INT save, on a failed save they take d8's or d6's to not end your ongoing effects from this spell, instead of d4's of Psychic damage.
1. Sensory Event
This spell deals damage on a failed WIS save. Pick two different effects:
- Spectacle: Creatures of your choice take 1d4(1d6 at level 5, 1d8 at level 11, 1d10 at level 17) Psychic damage at the start of your next turn, from Sparks, flora or spectral fairies If they entered or remained within the 10-foot-radius-sphere of the chosen point.
- Gust: Objects, medium and smaller creatures of your choice that failed their WIS save, make a STR save. On a failed save, a creature is pushed 10ft in one direction of your choice by a powerful gust of air.
- Sound: Creatures that failed their WIS save have disadvantage on their next attack roll, from uncomfortable sounds in their ear, such as musical notes, thunder, the cry of a raven or ominous whispers.
- Odor: Creatures that failed their WIS save can't take the disengage action until the start of your next turn, bothered by an odd smell such as the scent of a skunk, blood, smoke, or flora.
2. Major Alteration
This spell deals damage on a failed CON save. Pick two different effects:
- Kitchen: A creature of your choice that failed it's CON save, makes a spell concentration CON save at disadvantage. Alternatively until the end of your next turn, the next attack roll made against one of the creatures that failed their CON save has advantage. Cool, heat up or give flavor to the location. Depending on you choice this spell now deals Cold, Fire, or Psychic damage.
- Fright: A creature of your choice that failed it's CON save, gains the frightened condition until the end of your next turn. The target can make a CHA save at advantage with their bonus action or reaction. On a success, the frightened condition granted by this spell ends due to the target being unfazed by the frightening hallucination.
- Storm: Storm clouds appear within a 30-foot-radius sphere of the chosen point for 1 minute, this effect ends early if you leave the sphere or there is no open sky above you. Until the duration ends you can spend an action, bonus action, reaction and use your concentration on this effect, to target a creature within the 30-foot-radius sphere with a DEX save, taking 1d20-1d6(2d20-1d8 at level 5, 3d20-1d10 at level 11, 4d20-1d12 at level 17) Lighting damage on a failed save. This spell now deals Lightning damage.
- Freeze: A freezing mist appears within a 15-foot-radius sphere of the chosen point for 1 minute. When creatures first enter or remain within the 15-foot-radius sphere this round, they make a CON save. On a failed save the creature's speed is reduced by 10ft, each failed CON save ageist this effect stacks the movement speed reduction. A creature on it's turn can make a CON save regaining 5ft of movement speed taken by this spell on a success. This spell now deals Cold damage.
3. Dancing Flames
This spell now deals Fire damage on a failed DEX save. Pick two different effects:
- Ignite: A flammable object occupying no more than a 10-foot-radius sphere that is or isn't held by a creature that failed it's DEX save is set alight for 1 minute. Once per round, creatures that touch that object take 2d4(2d6 at level 5, 2d8 at level 11, 2d10 at level 17) Fire damage, except for creatures of your choice. Any creature within 5ft of the object can use their reaction to make a DEX save to snuff out the flames. The flames do not damage the object.
- Flicker: Bright flames deal an additional 1d6 (1d8 at level 5, 1d10 at level 11, 1d12 at level 17) Fire damage to all creatures that failed their DEX save, and the other phenomena effect is ignored. Alternatively, dim flames burn all creatures, they automatically fail their DEX save and take half damage, all foot distances in the other phenomena effect increase by 5ft.
- Smoke: A cloud of embers and smoke appears within a 10ft-foot-radius sphere of the chosen point, you can center the smoke on a creature that failed its DEX save. All creatures within the 10ft-foot-radius sphere get disadvantage on their attack rolls and attack rolls against them also have disadvantage, until the end of your next turn.
- Gaze: Your eyes ignite with a fiery radiance, you can drift or identify. If you drift, you vanish in a burst of flames and reappear at an unoccupied point within 10ft (20ft at level 5) of your range of sight. After reappearing, you are unconscious (petrified in ash at level 11, Incapacitated at level 17) until the end of your next turn. If you identify, you gain a 15ft range of truesight for an instant gaining 1 level of exhaustion, and become stunned (Incapacitated at level 11) for 4 rounds (2 rounds at level 17). You can mark an object or creature in your truesight that fits within a 10-foot-radius sphere, the target is engulfed in radiant fire, revealing its form for 1 minute or until they are 40ft (70ft at level 5) away from you.
4. Control Terrain
This spell now deals Bludgeoning damage on a failed STR save. Pick two different effects:
- Upgrade or Degrade: Creatures become buffer or more frail, weapons become sharper or more dull. A creature or the weapon of a creature that failed it's STR save gains a +1 or -1 (+2 or -2 at level 11) to all their attack rolls attacks, and a modifier to damage rolls at later levels (+1 or -1 at level 5, +2 or -2 at level 17) until the end of their next turn.
- Tremor: All Terrain within a 15-foot-radius Sphere from the chosen point shakes violently, becoming difficult terrain until a strong force is applied to the ground. Creatures can make an Athletics check at advantage as an action to stomp the ground, the DC is equal it the spell's DC. On a success, this effect ends.
- Entangle: If there are plants or seeds nearby they sprout and grapple a creature of your choice that failed their STR save, that target is pulled 5ft away in a direction of your choice. The plants wither at the end of your next turn, ending the grapple. The target can make a STR save at advantage with a bonus action, on a success the grapple ends.
- Slip: One creature of your choice that failed their STR save, fall prone to a layer of slippery pebbles beneath their feat. This effect doesn't work on targets off the ground.
5. Arcane Trickery
This spell deals damage on a failed INT save. Pick two different effects:
- Mark: A mark appears on a creature that failed their INT save, dealing 2 (3 at level 5, 4 at level 11, 5 at level 17) Necrotic damage to the target on each of it's turns for 1 minute. When the target takes damage from this effect the target may make a CON save, on a success the mark's duration ends. This spell now deals Necrotic damage.
- Trinket: Creatures that failed their INT save are hit by a harmless item, gaining disadvantage on their next saving throw against this spell until the end of you next turn. This spell now deals radiant damage.
- Boom: Creatures that failed their INT saves are overwhelmed by a noise, gaining the deafened condition until the start of your next turn. This spell now deals thunder damage.
- Barrier: A harmless, passable 10-foot-radius sphere transparent barrier appears on the location you were standing when casting this spell, for 1 minute. This wall can be made out of airborne dirt, sand, fire, smoke, mist, or water. Creatures can make an INT save with a bonus action, On a success the creature realizes the barrier is harmless, passable and is no longer affected by this effect. On a failed INT save the creature will not willingly pass the barrier, or make any attacks against anything behind the barrier. Creatures of your choice automatically succeed against this effect, these creatures can however not willingly attack through the barrier either.
Cantrip Upgrade. This spells damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
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