Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect

Abracadabra, thus we learn,the more you create, the less you earn. The less you earn, the more you're given. The less you lead, the more you're driven. The more destroyed, the more they feed,the more you pay, the more they need, Eventually, people stopped believing in the efficacy of ‘Abracadabra’ to heal or protect them and this word became relegated to stage magicians performing magic tricks, though is also a force to be reconed with due to it's versatility as well as having a hard time limiting it to a singular school of magic.

 

You cause these effects uttering the magic word "Abracadabra" only once instance can occur per ABRACADABRA!

The caster focuses on the desired effect and utters the magic word "Abracadabra!"

Protecting
  • Granting a single ally advantage on their next attack.
  • Protecting allied creatures from non-magic projectiles for 1 round.
  • Heal a single ally for 1d4 Health instantly.
  • Grants a single ally +2 to it's Armor Class for 1 round.
Attacking
  • The enemy takes 1d4 Lightning Damage if there's creatures around a 5-feet radius of that enemy they also get hit if their AC is beaten.
  • Shoves an enemy prone, must attempt to beat the Caster's DC save. ( Strenght )
  • Disarms an enemy, must attempt to beat the Caster's DC save. ( Athletics )
  • Imposes disadvantage on a single enemy attack must attempt to beat the Caster's DC save.( Wisdom )
Utility
  • Disappears and reappears 10-feet away in a chosen spot from the spot abracadabra was cast.
  • Unlocks a single non-magical lock, no bigger than "Tiny" Regardless of its complexity.
  • Cleans a room of 10x10 squares leaving it spotless.
  • Instantly Cooks raw meat to perfection.

Dangerous.
Warning, this section of abracadabra requires that the caster overcomes his or her own DC save, upon the success you cast the spell normally, however upon failure the spell effect is applied to you.

  • Buried to the neck. ( Strength Save )

Upon casting Buried to the neck if you or the enemy fails the save, you're restrained and your movement becomes zero, and is buried in the ground you're standing on, as long as it is not harder than stone, you become unable to cast a spell that has the and component and is restricted to V, to get out of the ground you must succeed on a str saving throw equal to the material's hardness.

  • Mute. ( Wisdom Save )

Upon casting Mute if you or the enemy fails the save, you're muted for 1 round, and you cannot cast spells that required Verbal components. 

  • Crush. ( Dexterity Save )

Upon casting Crush if you or the enemy fails the save, you're dealt 2d6 bludgeoning damage as if being hit by something and is pushed 10 feet away in a 1d4 direction.

  • Disappear. ( Wisdom Save )

Upon casting Disappear if you or the enemy fails the save, you've teleported 60-feet away in a 1d4 direction. and reappear 60-feet away at the same height, if there's no ground beneath you, you fall, and if there's water there you fall into it. etc. etc.

 

AT HIGHER LEVEL: at level 14 this spell is no longer considered a 1st level spell, but is considered a cantrip instead.

* - (Must be holding a wand.)

Available For: Wizard (Legacy)

AeuxDeus

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