Spells

Color
Level Cantrip
Casting Time 1 Action
Range/Area Touch (5 ft square)
Components V, S, M
Duration1 Minute
School Illusion
Attack/Save Melee
Damage/Effect Utility
Available for: Bard Sorcerer, Wizard
Makes an object no larger than 20′ × 20′ any single color or simple pattern the caster designates at the beginning of the spell. The color only affects the surface of the object and does not change the actual color of the object. The caster may choose how to distribute the color in any manor he desires, coloring some areas but not others. Cast upon a living creature the creature receives a wisdom save to resist being colored.

Lighter
Level Cantrip
Casting Time 1 Action
Range/Area Self
Components S, M *
Duration1 Minute
School Conjuration
Attack/Save None
Damage/Effect Utility
Available for: Sorcerer, Wizard
you create a tiny flame in or on your hand that is capable of lighting other flammable things like candles, torches and prepared fires (or curtains). This spell does no actual damage and can be blown out with a strong puff of wind.

  • pinch of sulfur

Amplify Sound
Level Cantrip
Casting Time 1 Action
Range/Area Self (50 ft )
Components V, M *
Duration1 Round
School Illusion
Attack/Save None
Damage/Effect
Available for: Bard, Sorcerer, Wizard
By speaking through a tube of paper your voice is amplified to be loud, but not damaging, in a cone that begins at the caster. Any creature with hearing can clearly hear everything said by the caster during the duration.
At Higher levels add 10’ of distance to the range of the cone of effect

  • Paper cone

Bone Armor
Level 1st
Casting Time 1 Action
Range/Area Self
Components V, S, M *
Duration 1 Minute
School Necromancy
Attack/Save None
Damage/Effect
Available for: Sorcerer, Warlock, Wizard
You grow bony plates and protrusions that give you a +2 natural armor bonus
At higher levels the natural armor bonus goes up by + 1 for each level of spell slot above 1st

  • A piece of bone

Filila’s Garden
Level 1st
Casting Time 1 Hour
Range/Area Sight (10 ft square)
Components V, S, M *
Duration24 Hours
School Conjuration
Attack/Save None
Damage/Effect Creation
Available for: Cleric, Druid
This spell creates a magical vegetable garden. When the druid or cleric focuses and prays over a 10’x10’ square of earth it begins sprouting and growing rapidly. At the end of the full hour the plants are fully-grown and ready to eat. All the vegetables can feed a group of 20 med humanoids for 1 day. The vegetables remain fresh and continue to grow and produce fruit for the duration of the spell. The plants grown in this manner will continue to grow normally even after the spell ends as long as the circumstances are right for their prolonged life.

  • a hand full of seeds

Illusionary Arena
Level 1st
Casting Time 1 Action
Range/Area Sight (50 ft square)
Components V, S
Duration: Special
School Illusion
Attack/Save None
Damage/Effect Utility
Available for: Wizard
This spell is used for Wizard dueling, it creates a space that contains 2- 15’ dueling circles and 50′ × 50′ worth of illusionary ground effects to make the dueling look dangerous. Often included in the illusion is a buzzer which lets opponents know if they breach their circle (loosing the duel) The arena is most often cast by someone other than the duelists, who acts as a referee during the match. The Illusion ends when one duelist wins over the other

Lightning wingtips
Level 1st
Casting Time 1 Action
Range/Area 50 ft (50 ft line)
Components V, S
Duration Instantaneous
School Evocation
Attack/Save DEX Save
Damage/Effect Combat
As you fly overhead you create a bolt of lighting that strikes directly below you to the ground that crackles off your wing tips. You may choose to discharge the bolt before or after your move, at any time during your movement This deals 3d6 electrical damage. Any creatures caught in the square directly below you may make dexterity saves for 1/2 damage.
At higher levels the damage is increased by 1d6 for each spell level above first.

Lure
Level 1st
Casting Time 1 Hour
Range/Area Unlimited
Components M *
Duration1 Hour
School Enchantment
Attack/Save None
Damage/Effect Compulsion
Available for: Druid, Ranger, Warlock
By creating a small shrine and depicting the type of animal desired and displaying food, this hour long ritual creates a power psychic lure that brings 1d6+ level of hit dice of the desired type of animal to within 20’ of the shrine. This only affects animals, these animals must be normally found in the region and they must be able to access the location. Difficult terrain slows the animals arrival, but without hindrance they arrive within 30-60 minuets, more arrive throughout the duration of the spell. These animals behave normally and will run away if spooked or startled, if no such animals exist in the given range the spell fails. This spell works in any terrain, even aquatic.
Cast with higher level slots gives an hour extra duration for each level of higher slot.

  • A shrine honoring the animal lured

Snow Shelter
Level 2nd
Casting Time 1 Minute
Range/Area 25 ft (20 ft square)
Components V, S, M *
Duration 4 Hours
School Conjuration
Attack/Save None
Damage/Effect Creation
Available for: Cleric, Druid, Ranger
You create a shelter of packed snow similar to an igloo that is a 20’ across semi circle. The shelter has small door tunnel large enough to accommodate a Medium creature on their hands and knees and a small air hole at the top. The opaque walls of the shelter measure 8 inches thick and provide total cover to anyone within it. The shelter is insulated by the snow and stays very warm with a small fire inside. Its surface has a 2 hit points for every 5-foot square of snow surface area. It takes double damage from fire. When the spell ends, the snow decays rapidly into a heap. This type of shelter melts if left for more than 2 hours in above zero temperatures in direct sunlight even if the spell is still active.
This spells duration last for an extra hour for every spell slot above 2nd level that is expended when it’s cast.

  • Divine focus

Mirror Stride
Level 5th
Casting Time 1 Action
Range/Area Self
Components V, S, M *
Duration Concentration 1 Minute
School Conjuration
Attack/Save None
Damage/Effect Movement
Available for: Sorcerer, Wizard
You gain the ability to enter a mirror and move from inside it to inside another mirror within 500 feet. Both mirrors must be at least the same size as you. You must use 5 feet of movement to enter a mirror. You instantly know the location of all other mirrors of 500 feet and, as part of the move used to enter the mirror, can either pass into one of those mirrors or step out of the mirror you’re in. You appear in a spot of your choice within 5 feet of the destination mirror, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the mirror you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a mirror or take 6d6 magical damage.

  • a mirror large enough to see your self in.

Unbreakable contract
Level 5th
Casting Time 1 Action
Range/Area Touch
Components V, S, M *
Duration Until Dispelled
School Necromancy
Attack/Save None
Damage/Effect
Available for: Cleric, Warlock, Wizard
Upon writing a contract, casting this spell and signing the contract in your own blood you create a curse that will wither away and kill the participants if they do not adhere to the letter of the contract (not the intention). All participants must sign the contract willingly in their own blood or the spell fails. If a participant attempts to break the contract after signing it, they must make a wisdom save against the casters spell DC every day they refuse or cannot complete their part of the contract they lose 1d4+ 1 constitution points. Attempting to tear up, burn or destroy the physical contract forces everyone who is signed on the contract to make a Constitution save against the casters spell DC or die! Even if they succeed this save they take 10d6 magical damage for attempting to destroy the contract.

  • a contract, quill and the blood of both parties

Call of the Herd
Level 7th
Casting Time 1 Action
Range/Area 500 ft
Components V, S, M *
Duration Concentration 10 Minutes
School Enchantment
Attack/Save None
Damage/Effect Compulsion
Available for: Cleric, Druid
All animals of a type (like horses) designated at the time of casting, within range, are drawn to the caster and will do anything that would not kill them to reach the caster. They will obey his every command within their ability and understanding to do so. This works for any animal, but works even better for herd animals.

  • food

For more Arcane and Eldrich Lore, please visit my Patreon page and sign up for the Loremasters Guide to Daytar Leamay
become_a_patron_button.png

Spells

The Kingdom of Daytar Leamay KrisW