I’ve been tremendously busy, and my free time has been filled the instant it appears, but I’ve been working on formatting and finalizing another large release of OGL spells for 5e Fantasy. As before, this is meant to supplement the OGL list, and while it can certainly be used for any campaign you’d like to use it for, consider the other spells you are allowing before allowing these. While there shouldn’t be any direct parallel, these spells are meant as gap fillers and repertoire wideners. Without further ado, I present the first level spell for bards and warlocks, ancient star.
“My lord has told me of the star that marked his deep slumber. It is a thing of beauty, to hear him tell it. The dark glow of the star blazes bright in his mind, filling the eternal night with a joy that can only be experienced, and not expressed in words we could speak or comprehend. Though he does not say such things directly, I know in my heart he wants us to bring his ancient comforts to him. To stand alongside him, here, in the temple we shall build for him. The shining black star beneath the waves will serve as a beacon to those who seek out his truths. They will find their way, guided by the Night Star, and drink from the chalice of knowledge. Glhuun, our lord of Deep Waters, will bathe them in the light of his home, and their flesh shall become one with the cosmos. They will become vessels for the words of his kin, and bear them as they complete their long journey to our world. They will issue forth as a singular song, upon their arrival. One glorious truth to be heard by all, to serenade my lord as he assumes his rightful place as ruler of the temple.”
-from the journal of Sister Kilnara
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Classes: Bard, Warlock
You invoke the power of the recesses of the Far Realm, targeting a 5-foot square within 60 feet that you can see. Tendrils emerge from each side of that square, grasping at all creatures within 10 feet. Each creature in that area must make a Charisma saving throw. On a failed saving throw, a target takes 2d6 psychic damage, has its speed halved, and has disadvantage on opportunity attacks it makes until the end of its next turn. On a successful saving throw, the creature takes half damage, but suffers no other effect.
If this spell is cast on an aberration, it has advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.