Pravian Imperium

Planewalker Spells

Note that some of these may be the result of a planewalker Call or the ability Mystic Secrets, rather than regular spellcasting.

Cantrip

Blade Ward

Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range S; Duration 2 rounds

You extend your hand and trace a sigil of warding in the air. Until the end of of your turn after the next, you have resistance to normal damage dealt by weapon attacks.

Eldritch Blast

Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I

A beam of crackling energy streaks toward a creature within range. Make an Attack (Spellcasting) roll against the target. On a hit, the target takes 1d8 withering damage.
At higher Class level: the spell creates more than one beam – two at CL3; three at CL7. You can direct the beams at the same target or at different ones. Make a separate roll for each beam.

Grave’s Touch

Level 0 (cantrip); Casting Time 1 action; Components V,S; Range L (120 ft.), Duration 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make an Attack (Spellcasting) roll against the creature to assail it with the chill of the grave. On a hit, the target takes 1d4 withering damage, and it cannot regain HP until the start of your next turn. Until then, the hand clings on the target.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).

Infestation

Level 0 (cantrip); Casting Time 1 action; Components V,S; Range L (30 ft.), Duration I

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Saving (Dexterity) throw, or it takes 1d6 toxic damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).

Level 1

Armor of the Dark Ones

Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary HP for the duration. If a creature hits you with a melee attack while you have this temporary HP, the creature takes 5 withering damage.
At higher level: when you empower this spell, both the withering damage and temporary HP increase by 5 for each level above 1st.

Detect Magic

Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 30ft. sphere; Duration C (10 minutes)

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 

False Life

Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary HP for the duration.
At higher level: when you empower this spell, you gain 5 additional temporary HP for every level above 1st.

Hellish Rebuke

Level 1; Casting Time Reaction; Components V,S; Range L (60 ft.); Duration I

When you are being damaged by a creature within 60 feet of you that you can see, you point your finger, and that creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Saving (Dexterity) throw against your Spell DC. It takes 1d8 fire damage on a failure, or half as much damage on a success.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 1st.

Mage Armor

Level 1; Casting Time 1 Action; Components V,S,M; Range C; Duration 8 hours

You touch a willing creature and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 14. The spell ends if you dismiss the spell as an action. 

Silent Image

Level 1; Casting Time 1 Action; Components V,S; Range L (60 ft.); AoE 15ft. cube; Duration C (10 min.)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-ft. cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Arcana, Perception) check against your Spell DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Speak with Animals

Level 1; Casting Time 1 Action; Components V,S; Range S; Duration 10 min.

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you.

Speak with Dead

Level 1; Casting Time 1 Action; Components V,S; Range C; Duration 10 min.

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you have. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic and repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Witch Bolt

Level 1; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make an Attack (Spellcasting) throw against that creature. On a hit, the target takes 1d8 electricity damage, and on each of your turns for the duration, you can use your action to deal 1d8 electricity damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. 
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 1st.

Level 2

Darkness

Level 2; Casting Time 1 Action; Components V,M; Range L (60 ft.); AoE 15ft. sphere; Duration C (10 min.)

Magical darkness spreads from a point you choose within range to fill a 15-foot diametr sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Enthrall

Level 2; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration 1 min.

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Saving (Charisma) throw against your Spell DC. Any creature that can’t be charmed succeeds on this Saving throw automatically, and if you or your companions are fighting a creature, it has advantage. On a failure, the target has disadvantage on Intelligence (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Levitate

Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (10 min.)

One creature or object of your choice that you can see within range rises vertically, up to 20 ft., and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that is affected must make a Saving (Strength) throw against your Spell DC. On a success, it is unaffected. The target can only move by pushing or pulling against a fixed object or surface within its’ range (such as a wall or ceiling), which allows it to move as if it was climbing. You can change the target’s altitude by up to 20 ft. in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still afloat.

Ray of Enfeeblement

Level 2; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (1 min.)

A black beam of enervating energy springs from your finger toward a creature within range. Make an Attack (Spellcasting) throw against the target. On a hit, the target deals only half damage with weapon attacks that do not have the light property until the spell ends. At the end of each of the target’s turns, it can make a Saving throw against your Spell DC. On a success, the spell ends.

Level 3

Hunger of the Void

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration C (1 min.)

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-ft.-diametr sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 ft. away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 ice damage. Any creature that ends its turn in the area must succeed on a Saving (Dexterity) throw against your Spell DC or take 2d6 toxic damage as milky, otherworldly tentacles rub against it.

Vampiric Touch

Level 3; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee Attack (Spellcasting) roll against a creature within your reach. On a hit, the target takes 2d6 withering damage, and you regain HP equal to half the amount of withering damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.

Level 4

Banishment

Level 4; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Saving throw against your Spell DC or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

Blight

Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration I

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Saving throw against your Spell DC. The target takes 5d6 withering damage on a failed save, or half as much damage on a successful one. If you target a plant creature or a magical plant, it makes the Saving throw with disadvantage, and the spell deals maximum damage to it. If you target a non-magical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a Saving throw; it simply withers and dies. 
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 4th.

Level 5

Hold Monster

Level 5; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); Duration C (1 min.)

Choose a creature that you can see within range. The target must succeed on a Saving throw against your Spell DC or be paralyzed for the duration.  At the end of each of its turns, the target can make another Saving throw. On a success, the spell ends on the target. 
At higher level: when you empower the spell, you can target one additional creature for every level above 5th. The creatures must be within 30 ft. of each other when you cast the spell.

Scrying

Level 5; Casting Time 10 min.; Components V,S,M; Range S; Duration C (10 min.)

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Saving throw against your Spell DC, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the Saving throw voluntarily if it wants to be observed.

KnowledgeSave ModifierConnectionSave Modifier
Secondhand (you have heard of the target)5Likeness or picture-2
Firsthand (you have met the target)0Possession or garment-4
Familiar (you know the target well)-5Body part, lock of hair, bit of nail, or the like-10

On a successful save, the target isn’t affected, no creature, besides divine beings, can scry or use similar magic on it for 10 days. On a failed save, the spell creates an invisible sensor within 10 ft. of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft. of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move. 

Level 6

Eyebite

Level 6; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 ft. of you that you can see must succeed on a Saving throw against your Spell DC or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep:  The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 ft. away from you where it can no longer see you, this effect ends.
Sickened: The target has disadvantage on Attack rolls and Ability checks. At the end of each of its turns, it can make another Saving throw. If it succeeds, the effect ends.

Flesh to Stone

Level 6; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Saving throw against your Spell DC. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. 

Level 7

Finger of Death

Level 7; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Saving throw against your Spell DC. It takes 8d8 withering damage on a failed save, or half as much damage on a successful one.

Forcecage

Level 7; Casting Time 1 Action; Components V,S,M; Range L (100 ft.); AoE 20 ft. cube; Duration 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 ft. on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 ft. on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Saving (Intelligence) throw against your Spell DC. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by dispel magic. 

Plane Shift

Level 7; Casting Time 1 Action; Components V,S,M; Range C; Duration I

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You appear in a random unoccupied space on the target plane that is not immediately hazardous to you. You need to have knowledge about the plane’s metaphysical location before casting the spell. This knowledge is fairly common for the main planes, but scarce for other planes, and even rarer for demiplanes. You can also use this spell to banish an unwilling creature to another plane you have knowledge of. Choose a creature within Close range and make an Attack (Spellcasting) check against it. On a hit, the creature must make a Saving throw against your Spell DC. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Level 8

Dominate Monster

Level 8; Casting Time 1 min.; Components V,S; Range L (60 ft.) Duration C (1 hour)

You attempt to beguile a creature that you can see within range. You must maintain line of sight for the entirety of the casting duration. When the casting duration ends, the creature must succeed on a Saving (Charisma) throw against your Spell DC or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature”,”Run over there”, or “Fetch that object”. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher level: when you empower the spell to 9th level, the duration is C (8 hours).

Level 9

Power Word Kill

Level 9; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 80 HP or fewer, it dies. Otherwise, the spell has no effect.