Chronicles of Rymura image

Custom Spells of Rymura

Spells created by the DM and Players will appear in the list below.

You are free to select any of these spells provided you meet the criteria.

Abjuration Spells

Level 4

Anti-Magic Screen

Class Spell List:Cleric, Paladin, Ranger, Wizard
Casting Time:Action
Range:20 feet (20ft line)
Components:V, S, M - a bar of mithril worth 10 gold
Duration:Concentration, up to 1 minute
A translucent shimmering screen of magical energies appears in an area you can see within range. The screen is 20ft long, 15ft high, and 1in thick.

Spells, summoned magical creatures, and other magical effects immediately unravel when passing through the screen as if they have been dispelled.
Magic items that pass through the barrier are rendered inert for six seconds.
Non-magical creatures can pass through the barrier without suffering ill effects.
The spell lasts until dismissed, concentration drops, or if you move more than 20ft away at any time.

Conjuration Spells

Level 1

Invisible barrier

Class Spell List:Bard, Warlock, Wizard
Casting Time:Action
Range:60 feet
Components:S, M - a small gemstone which the spell destroys
Duration:Concentration, up to 1 minute
An immobile, invisible, square shaped barrier 2 feet high composed of magical force springs into existence around a Large or smaller creature you can see within range.

The barrier is an object that can be damaged and destroyed. It has an AC of 10, and 5 hit points. Reducing the barrier to 0 hit points destroys it.

If the creature attempts to move past the barrier they must make a Dexterity saving throw against your DC or be knocked prone.

Level 2

Frigid Obstruction

Class Spell List:Bard, Druid, Ranger, Warlock, Wizard
Casting Time:Action
Range:20ft (15 foot line)
Components:V, S, M - a drop of water
Duration:Instantaneous
A 5ft high barricade made of icy spikes manifests into existence within range.

The obstruction is an object that can be damaged and destroyed. It has an AC of 12, and 10 hit points per 5ft section. Reducing a section to 0 hit points destroys that section.

Any creature that moves through the line must make a Dexterity saving throw. On a failed save, the creature takes 2d6 cold damage and its speed is reduced by half until the start of its next turn. On a successful save, the creature takes half damage and suffers no additional effects.

The barrier provides half cover to Medium or smaller creatures behind it, granting them a +2 bonus to AC and Dexterity saving throws as long as they are within 5ft of the barrier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the length increases by 10ft for each slot above 2nd.

Enchantment Spells

Level 1

Enthralling Visage

Class Spell List:Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time:Action
Range:60 feet
Components:V, S
Duration:Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be Dazed for the duration as long as you remain within eyesight. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2rd level or higher, you can target one additional creature for each slot level above 2nd.

Level 3

Animate Flames

Class Spell List:Druid, Sorcerer, Warlock, Wizard
Casting Time:Action
Range:120 feet
Components:V, S
Duration:Concentration, up to 1 minute
You command a Large or smaller non-magical flame to leave its source of fuel and move at your discretion.

Initially when this spell is cast, then as a Bonus Action on each of your turns, you can mentally command the flames to move up to 20 feet in any direction provided you are within 120ft of it.

The flame is magically preserved at the intensity it possessed when animated and does not weaken or fail even if its has nothing to burn until the spell ends.

Transmutation Spells

Cantrip

Mud Pit

Class Spell List:Druid, Ranger
Casting Time:Action
Range:60 feet
Components:S, M - a blade of grass, a vine or a root
Duration:1 Minute
The terrain under a Large or smaller creature that you can see begins to bubble and turn to Mud.

The creature must succeed on a Dexterity saving throw against your spell save DC or be restrained by the mud until the spell ends. A creature restrained by the mud can use its action to make a Strength check against your spell save DC. On a success, it frees itself. If the target succeeds on the save they are not restrained.

Level 1

Corrode Metal

Class Spell List:Bard, Sorcerer, Wizard
Casting Time:Bonus Action / Ritual
Range:Touch
Components:V, S
Duration:Instantaneous
Your touch corrodes standard metal armor, shields, objects, and weapons. Make a melee spell attack against a creature , or object, you can reach. On a hit, the targeted item corrodes.

Corroded items like armor take a cumulative -1 penalty to the AC it offers, weapons take a cumulative -1 penalty to damage. Armor that is reduced to an AC of 10, a shield that drops to a +0 bonus, or a weapon that reaches a -5 penalty is destroyed.

With an hours work on an affected item or object, the penalty reduces by 1 until its back to its original condition.

Tiny Servant

Class Spell List:Bard, Warlock, Wizard
Casting Time:Action
Range:Touch
Components:V, S, M - straw, twigs, cloth, or clay made into vaguely humanoid form.
Duration:10 minutes, or until dismissed/destroyed
This spell animates your tiny humanoid doll. The creation can perform simple tasks at your command until the spell ends. It has an AC of 8 + your spellcasting modifier, 1 hit point, a Strength of 1, and a walking speed of 10ft, and it can’t attack. If it drops to 0 hit points it is destroyed.

Once on each of your turns as a free action, you can verbally command the servant to move up to its walking speed and interact with an object. Once you give the command, the doll performs the task to the best of its ability until it completes the task, then waits for your next command.