Classes Cleric D&D Druid homebrew Liafa Paladin Ranger Sorcerer Table Top Warlock Wizard

Liafa: Spells, Volume I

Today I share a collection of spells written for Liafa. I'm exploring a lot of world-narrative-through-spells and doubling down on what I feel is important about the stories in Liafa.

Today is a spell dump. I’ve posted some of these in the previous posts, but some were shared in an even rougher format on Twitter. The cantrip spells and subsequent cantrip-combo spells are so far very popular in the Liafa games, with the players commenting on how it can be a valid gameplay style – spell specialist. Anyway, there are a lot of spells here! Hopefully, you enjoy them.

Cantrips

Flurry of the Horned King
Evocation Cantrip
Casting Time: 1 Action
Range: Self
Components: V, M (requires a Hexblade weapon)
Duration: Instantaneous
Your hexblade weapon is ringed in an aura of frost and darkness. Make a melee spell attack against the target. On a hit, the target suffers your weapon damage and an additional 1d4 cold damage.

The winter winds empower you, allowing two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack.

Wounding Charm of the Harrows
Conjuration cantrip
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You conjure a spear of woven shadow that you hurl at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and deals one additional damage die on a critical hit.

Additionally, this ranged spell attack critically hits on a 19 or 20.

You cannot cast this spell if you are concentrating on any spell that creates light or provides vision.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (2d8), and 17th level (4d8).

1st-Level

Breath of First Winter
1st-Level Conjuration
Casting Time: 1 Bonus Action
Range: Self, 15-foot cone
Components: V,S
Duration: Concentration, 1 minute

While concentrating on this spell, when you cast flurry of the horned king, you forego the attacks to cause all creatures in a 15-foot cone in front of you to succeed on a Constitution saving throw or suffer 1d6 cold damage.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the cold damage by 1d6 for each spell slot above 1st level.

Chthonic Rites
1st-Level Abjuration
Casting Time: 1 hour (ritual)
Range: Touch
Components: V,S, M (100 gp worth of a mix of gems and coins, and 1 vial of holy water (consumed as part of casting this ritual))
Duration: Instantaneous
You perform the ancient chthonic rites once taught by the Dutiful Giant. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Once a creature has benefited from a rite, they cannot do so again until they have returned to life after being dead.

Rite of the Ancient Cavern. The creature receives a gift requested from the depths of the Ancient Cavern. For the next 24 hours, gain resistance to bludgeoning, piercing, or slashing damage, have advantage on Constitution saving throws, and whenever you suffer radiant damage, you gain temporary hit points equal to your Constitution ability modifier.

Rite of the Flowering Haven. The creature receives a gift requested from the blossoming garden of the Flowering Haven. For the next 24 hours, gain resistance to acid, cold, fire, or poison damage, have advantage on Charisma ability checks, and whenever you suffer necrotic damage, you gain temporary hit points equal to your Charisma ability modifier.

Rite of the Shared Vigil. The creature and another willing creature touching that creature receive the gift of the Vigilant Titans. Until the next full moon, each creature has advantage on Wisdom(Perception) ability checks, advantage on saving throws against becoming blinded or deafened, cannot be surprised, and while the two creatures are within 30 feet of each other whenever the other suffers damage, the creature can reduce that damage by 1d6 as a reaction.

Earthen Gauntlet
1st-Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Components: V,S, M
Duration: Concentration, 1 minute

You create up to two great earthen gauntlets, each covering a different hand up to the forearm. If the gauntlets are removed, they disappear.


These gauntlets are magic weapons and deal 1d6 + your spellcasting ability modifier bludgeoning damage. Whenever you take the attack action, you may attack with both gauntlets for each attack you make The gauntlets are considered heavy weapons. If you choose to create a single gauntlet, it’s damage increases from 1d6 to 1d10.
As a reaction to hitting a creature, you can cause the weapon to explode on impact. The creature must succeed on a Strength saving throw or be knocked back 15 feet, knocked prone, and suffer 2d6 piercing damage, suffering half damage and no further effect on a successful saving throw. Using this reaction destroys the gauntlet.

Additionally, if you are not wearing a shield while this spell is active, you gain +1 AC for each gauntlet you have remaining.


At Higher Levels. The damage of the gauntlet exploding increases by 1d6 for each spell slot higher than 1st level.

Horn of the Avalanche
1st-Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V,S
Duration: Concentration, 1 minute

You utter the crystalline call of a horn on a mountain top, whose reverberation shatters the unsuspecting ice and unleashes the fury of winter.


The next flurry of the horned king that you cast while concentrating on this spell that hits a creature can trigger an avalanche, burying the surrounding area in enchanted snow and ice. When you hit a creature with flurry of the horned king while concentrating on this spell, you may choose to trigger an avalanche. All terrain within ten feet of the creature becomes difficult terrain until the start of your next turn. Creatures within ten feet of the creature must succeed on a Strength saving throw or suffer 2d8 cold damage and be knocked prone, suffering half as much damage and no further effect on a successful saving throw.


Once flurry of the horned king hits a creature, this spell ends.


At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the cold damage by 1d8 for each spell slot above 1st level

Impaling Charm of the Harrows
1st-Level Necromancy
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, 1 minute

You utter a charm that causes your next successful wounding charm of the Harrows to inflict additional pain to the creature struck.

The next wounding charm of the Harrows that you cast while concentrating on this spell that hits a creature causes the creature to make a Charisma saving throw. If the creature fails the saving throw, it suffers an additional 2d8 necrotic damage and the creature returns to the location struck by the wounding charm of the Harrows at the end of its next turn. If the creature succeeds, they suffer half of this additional damage and do not suffer any additional effects.

If the creature teleports instead of moving, they do not return to the location struck.

Additionally, this spell causes wounding charm of the Harrows to critically hit on an 18, 19, or 20.

Once wounding charm of the Harrows hits a creature, this spell ends.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature with the wounding charm of the Harrows for each spell slot above 1st level.

Runes of the Dark Moon
1st-Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (a black pearl)
Duration: Concentration, 1 minute

You empower your attacks with moon runes whispered to you by the Dark Moon. When you cast this spell, choose one of the following runes:

Partner. When you cast this spell, choose a creature within 60 feet of you that you can see, becoming your partner. While concentrating on this spell, whenever you or your partner deal damage, the one dealing damage can spend their reaction to allow their partner to deal an additional 1d6 radiant or necrotic damage to one creature the next time they deal damage before the start of your next turn.

Tower. While concentrating on this spell, you deal an additional 1d4 radiant or necrotic damage to one creature whenever you deal damage with a cantrip. Additionally, after casting a cantrip you may spend your reaction to gain 1d4 temporary hit points.

You choose between radiant or necrotic damage when you cast the spell.

At higher levels (partner). When you cast this spell using a spell slot of 2nd level or higher, you can choose 1 additional partner for the partner rune for each additional slot level higher than 1st-level.

At higher levels (tower). When you cast this spell using a spell slot of 2nd level or higher, the additional damage and temporary hit points increase by 1d4 for every two slot levels above 2nd.

Sky Lance
1st-Level Conjuration
Casting Time: 1 Action
Range: 60 ft, 5 ft. radius
Components: V, S, M (an iron dagger)
Duration: Instantaneous

You call forth a lance of lightning to strike your target. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 lightning damage and attacks from metal weapons made against the target have advantage until the start of your next turn. On a success, the target takes half damage. Fail or save, thunder then cascades from the lance. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or take 2d4 thunder damage and be unable to take reactions until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d4 for each slot level above 1st.

Ulthic Vestments
1st-Level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (a piece of amber)
Duration: Concentration, 1 minute

You manifest crackling lightning across your person and gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature gains a static charge that lasts until the start of your next turn. As a reaction, you can choose to detonate any static charge, causing one creature with a static charge to suffer 5 lightning damage for each static charge detonated.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

2nd-Level

Lunar Lash
2nd-Level Conjuration
Casting Time: 1 Action
Range: Self, 5ft. x 20ft. line
Components: V, S, M (a silver chain and black pearl)
Duration: Concentration, 1 minute

You conjure a whip of swirling darkness and moonlight. Until the spell ends, you emit dim light in a 10 ft. radius.

As part of casting this spell, you may swing the whip, causing any creature in a 5ft. wide, 20-foot long line originating from you to make a Charisma saving throw, as the phase of the lunar moon ripple over the consciousness of the creatures affected. Creatures take 2d10 radiant damage on a failed saving throw, or half as much necrotic damage on a successful one.

A celestial or fiend makes its saving throw with disadvantage, and has its speed halved until the start of your next turn if it fails the saving throw.

On each of your turns after you cast this spell, you can use an action to swing your whip.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Ortova’s Obsidian Chains
2nd-Level Conjuration
Casting Time: 1 Action
Range: 30 ft. (unoccupied 5ft square)
Components: V, S, M (50gp worth of obsidian)
Duration: Concentration, 1 minute

You have learned the secrets to conjure a piece of the great obsidian chain, That Which Binds the Void.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium length of obsidian chain erupts from the ground, binding one creature within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 slashing damage and is restrained for the spell’s duration.

As an action, you can cause the chain to extend, allowing it to grab another creature within 5 feet, or within 5 feet of the first creature. You may bind a number of creatures equal to 1 + your spellcasting ability modifier.

As an action, you can cause the chain to slice into those currently restrained. Restrained creatures must make a Strength saving throw. They suffer 1d6 slashing damage plus an additional 1d6 slashing damage for each creature currently restrained by the chain. This action occurs as part of extending the chain, as well.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the chain.

At Higher Levels. The spell deals an additional 1d6 slashing damage whenever it deals damage for every two slot levels above 2nd.

3rd-Level

Anguish of the Pale Moon
3rd-Level Evocation
Casting Time: 1 Action
Range: 60 ft. (15ft sphere)
Components: V, S, M (an obsidian dagger worth at least 100gp)
Duration: Concentration, 1 minute

You bind yourself to a willing creature you can see within 60 feet, becoming partners. You and your partner deal an extra 1d6 necrotic or radiant damage when you hit with a weapon attack. You choose the damage type when you cast the spell.

Additionally, the energy of the Pale Moon radiates from you and the creature in a 15-foot radius. Any nonhostile creature within the aura when you or your partner hit a creature with a weapon attack deals an additional 1d6 damage of the same type chosen when you cast the spell whenever the creature hits with a weapon attack before the end of your next turn. A creature can only benefit from one receiving this granted damage once for each of its turns.

If any creature affected by the spell reduces a creature to 0 hit points, they also gain 1d6 temporary hit points.

Obsidian River
3rd-Level Conjuration
Casting Time: 1 Action
Range: 60 ft. (20ft cube)
Components: V, S, M (an obsidian dagger worth at least 100gp)
Duration: Instantaneous

You reach into the Obsidian River, and drag a portion of it out from deep beneath the ground, causing a geyser.

Choose a point you can see on the ground within range. A geyser of reddish-black liquid and chunks of obsidian erupts in a 20-foot radius centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 piercing damage and 2d10 necrotic damage and are knocked prone on a failed save, or suffer half as much damage with no additional effect on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your choice of the piercing or necrotic damage increases by 1d10 for each slot level above 3rd.

4th-Level

Plaintive Wailing of the Pale Moon
4th-level Evocation
Casting Time: 1 Action
Range: 120 ft. (30ft radius cylinder)
Components: V, S, M (A vial of black pearl dust worth at least 200gp)
Duration: Concentration, 10 minutes

You evoke the unknowable depth of sorrow from within the Pale Moon. Rain of radiant energy begins to fall in a 30-foot radius cylinder centered on a point you choose within range. The rain lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Charisma saving throw or take 4d12 radiant damage, suffer an additional 1d12 necrotic whenever they next suffer damage before the end of their next turn, attacks made against the creature are made with advantage for as long as they remain within the rain, and creatures cannot benefit from being invisible as long as they remain within the rain.

5th-Level

Pools of Moonlight
5th-level Conjuration
Casting Time: 1 Bonus Action
Range: 60 ft. (unoccupied 5ft square within range)
Components: V, S, M (a vial of falsesilver)
Duration: Concentration, 1 minute

You create two pool of moonlights as a bonus action, each one in a different unoccupied 5ft square within range. Whenever you step in a pool of moonlight, you can teleport to another pool of moonlight you have created. Moonlight travel is taxing, and you can only trigger this teleportation one time, resetting at the start of your next turn.

As a bonus action, you can create another pool of moonlight. You can have a number of pools of moonlight equal to your proficiency bonus active a time, and attempting to create additional pools removes one active pool of moonlight of your choice that you have created as part of this spell.

“majic spells” by hazy cygnet is licensed under CC BY-SA 2.0

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