Seeker Spells

Revision as of 23:42, 8 January 2023 by Skilfularcher (talk | contribs) (Created page with "= Seeker Spells = == Cantrips == === Booming Blade === {| class="wikitable" |+ |- | Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Warlock, Wizard |- | Range: Self || Duration: 1 Round || Components: VM (a Melee Weapon) || Arcane |} You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects and then becomes sheathed in booming energy until the st...")
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Seeker Spells

Cantrips

Booming Blade

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Seeker, Shaman, Warlock, Wizard
Range: Self Duration: 1 Round Components: VM (a Melee Weapon) Arcane

You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.
The Spell's damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).

Burning Radiance

Level: Cantrip Casting Time: 1 Action Evocation Cleric, Seeker
Range: 60ft Duration: Instant Components: VS Divine

Flame-like radiance descends on a creature that you can see within Range, that target makes a Dexterity Saving Throw. on a failed Save, the target takes 1d8 Radiant Damage. This Spell ignores 1/2, 3/4, and Full Cover.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Chill Touch

Level: Cantrip Casting Time: 1 Action Necromancy Seeker, Sorcerer, Warlock, Wizard
Range: 120ft Duration: 1 Round Components: VS Arcane

You create a ghostly, skeletal hand in the space of a creature within Range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.
This Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Control Flames

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 60ft Duration: Instant Components: S Primal

You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the Cube.
  • You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).

Dazzle

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Round Components: VS Arcane, Primal

You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).

Friends

Level: Cantrip Casting Time: 1 Action Enchantment Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: SM (a small amount of makeup applied to the face as this Spell is cast) Arcane

For the Duration, you have Advantage on all Charisma Checks directed at one creature of your choice that isn't hostile toward you. When the Spell ends, the creature realizes that you used magic to influence its mood, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)

Green Flame Blade

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard
Range: Self Duration: Instant Components: SM (a Melee Weapon) Arcane

You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell's Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).

Guidance

Level: Cantrip Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) Divination Artificer, Cleric, Druid, Psion, Seeker, Shaman
Range: 30ft Duration: Instant Components: VS Divine, Primal

You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.

Gust

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You seize the air and compel it to create one of the following effects at a point you can see within Range:

  • One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn't pushed with enough force to deal Damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.

Hush

Level: Cantrip Casting Time: 1 Reaction (when a noise is created that you could anticipate) Illusion Bard, Psion, Seeker, Sorcerer, Wizard
Range: 30ft Duration: Instant Components: S Arcane

When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.
If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.
The Spell's Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)

Illusion Bolt

Level: Cantrip Casting Time: 1 Action Illusion Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 90ft Duration: Instant Components: VS Arcane

You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Light

Level: Cantrip Casting Time: 1 Bonus Action Transmutation Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
Range: Touch Duration: 1 Hour Components: VSM (a firefly or phosphorescent moss) Arcane

You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).

Lightning Lure

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
Range: 15ft Duration: Instant Components: V Arcane, Primal

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage. The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Lucky Number

Level: Cantrip Casting Time: 1 Action Divination Bard, Psion, Seeker, Sorcerer, Warlock
Range: Self Duration: 24 Hours Components: VS Arcane

You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.

Mage Hand

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Minute Components: VS Arcane

A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).

Mending

Level: Cantrip Casting Time: 1 Minute Transmutation Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: Touch Duration: Instant Components: VSM (two lodestones) Arcane

This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)

Message

Level: Cantrip Casting Time: 1 Action Enchantment Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
Range: 120ft Duration: 1 Round Components: VSM (a short copper wire) Arcane

You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.

Mind Sliver

Level: Cantrip Casting Time: 1 Action Enchantment Psion, Seeker, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: V Arcane

You drive a disorienting spike of psychic energy into the mind of one creature you can see within Range, the target makes an Intelligence Saving Throw. On a failed Save the target takes 1d6 Psychic Damage and subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Minor Illusion

Level: Cantrip Casting Time: 1 Action Illusion Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Minute Components: SM (a bit of fleece) Arcane

You create a sound or an image of an object within Range that lasts for the duration. The illusion also ends if you dismiss it as a Free Action if you cast this Spell again.
If you create a sound, its volume can Range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the Spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5ft Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).

Mold Earth

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: S Primal

You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn't have enough force to deal Damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).

Prestidigitation

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 10ft Duration: 1 Hour Components: VS Arcane

This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than a 1ft Cube.
  • You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).