Notable Spells
Quiggly's Spells
Quiggly's Bottomless Pit
3rd-Level Conjuration
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (A stone from a plum)
Duration: 1 Minute
At a point at which you can see, a pit forms on the ground. The area of a pit is a 10ft square. The pit extends downwards from the point to a depth of 30ft. unless a gap of air of at least 5ft is in the way. At which point it stops and only has a floor on the area not occupied by air. All matter in the pit's volume is transported to a harmless demi-plane for the duration.
Any creature in the area of the pit when it is cast must succeed a Dexterity saving throw or fall prone and fall to the bottom of the pit. If a creature succeeds it is moved 5ft into an unoccupied space that isn't in the pit's area or else it follows the fail effect. The creature takes fall damage as normal.
The walls of the pit are climbable but require you to succeed a Strength check against your Spell save DC to climb the surface.
Upon the spell's end the bottom of the pit rises over 1 round, pushing all creatures to the top harmlessly.
Classes: Artificer, Ranger, Sorcerer, Wizard
Quiggly's Copious Copycats
6th-Level Illusion
Casting Time: 1 action
Range: Self
Components: V, S, M (A small replica of you made from materials worth at least 5 gp)
Duration: Concentration, up to 1 minute
Nine illusory duplicates of yourself appear in a different unoccupied spaces within 30ft of yourself. Until the spell ends, the duplicates move with you and mimic your actions, making it.
The duplicates include audible, visual, tactile, and olfactory elements. Due to this a duplicate imposes difficult terrain and a creature cannot willing end it’s turn on the space a duplicate is on. Creatures with truesight can see through the duplicates, however, all other elements of the duplicates remain, so while the creature can perceive the difference between a duplicate and yourself, the creature can still physically interact with the duplicates.
A duplicate's AC equals 10 + your Dexterity modifier. In addition, duplicates share a combined health pool equal to your own hp, they are immune to poison damage, psychic damage, and all conditions. Duplicates use the same result for a saving throw or check which you also have to make, otherwise; they fail any saving throw or check.
As a bonus action on your turn, you may switch places with one of the duplicates.
When you Cast a Spell that doesn’t have the range of self, a duplicate can deliver the spell as if it had cast the spell. A duplicate uses your spell attack modifier and spell save DC if applicable.
The spell ends if the combined health pool of the duplicates drops down to 0 or you use any of your speed to move.
Classes: Bard, Sorcerer, Warlock, Wizard
Quiggly's Rapid Repair
2nd-Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (A small ingot of brass)
Duration: Instantaneous
This spell repairs a break, hole or any basic damage to an object; where the damage is no larger than 10ft in any dimension. An example of such damage this spell can repair is as follows: A hole in a wall, a broken door, a shattered window. Not every piece needs to be present to fix the damage but the cause of such damage must be within one day of the casting of this spell.
Consequently, this spell can also be used to heal constructs. The spell heals an object or construct by 2d10 + your Spellcasting Ability Modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d10 for every two slot levels above the 2nd.
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
Quiggly’s Transplanar Telepathy
5th-Level Evocation
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (An ornate silver wax seal stamp, with the initals of the caster)
Duration: Concentration, up to 10 minutes
You create a telepathic connection between yourself and a willing creature with which you are familiar, the creature recognizes you as the inbound contact if they know you. You can establish the connection across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the connection fails.
Until the spell ends, you and the target can communicate through the connection, this spell enables creatures with Intelligence scores of at least 1 to understand the meaning of the other’s words.
As a bonus action, a creature may choose to see through the eyes and hear what the other target hears, gaining the benefits of any Special Senses that the target has. During this time, a participant would be deaf and blind with regards to their own Senses. If both creatures choose to perform this effect, they see each other’s astral forms in an expansive domed room, the walls of the room show both perceptions of the participants showing a clear divide in the middle where the two opposing views meet. A creature can dismiss this effect with an additional bonus action.
Classes: Cleric, Wizard
Azmodium's Spells
Azmodium's Calculated Destruction
4th-Level Evocation
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (A glass pen with a selection of different coloured inks)
Duration: Concentration, up to 10 minutes
When you cast this spell, you inscribe up to 3 runes on centre of a 5ft square surface, these runes must be placed on different squares that you can see within range. You can use a bonus action to detonate a rune in either a point or blast explosion with your choice of acid, cold, fire, lightning, or thunder damage.
Point Explosion. The rune erupts with magical energy in a 5-foot cube perpendicular to the surface the rune is inscribed on. Each creature in the area takes 6d6 damage of the chosen type.
Blast Explosion. The rune erupts with magical energy in a 5-foot-radius sphere centered on the rune. The sphere spreads around corners. Each creature in the area takes 3d6 damage of the chosen type.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can inscribe an extra rune for each slot level above 4th.
Classes: Wizard
Azmodium's Flame Strike
3rd-Level Evocation
Casting Time: 1 action
Range: 40 ft
Components: V, S, M (A sulfer crystal)
Duration: Instantaneous
Launch forward a wave of flame in a 40ft line, each creature it comes into contact with makes a Dexterity saving throw or takes 10d6 fire damage on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Classes: Wizard
Azmodium's Runic Image
4th-Level Transmutation (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (Somewhere to draw the item plus 10 gp worth of crushed ruby)
Duration: Until dispelled or triggered
When you cast this spell, you draw runic pattern onto any non-living surface no larger than a 10ft square. Upon completion of this spell, you transmute an item you can see within 30ft into a runic pattern, creating an illustration of the object. The created illustration is to scale with the item transmuted and as such the spell will fail if the pattern is smaller than the targeted object.
The illustration cannot be erased however the surface the pattern is drawn on can be destroyed, if this happens the illustrated object is then plunged into the astral sea.
When casting this spell you can link the runic pattern to any container which you can see within 30ft. If the linked illustrated object would be plunged into the astral sea it instead harmlessly appears within the container as long as there is space for the object to occupy. If the container is destroyed then the link is severed and the object is lost to the astral sea if the surface the pattern is on is destroyed.
The illustration can be fortified against Dispel Magic, spending an addition 100 gold worth of crushed rubies increases the dispel DC by +1 (up to a maximum of +10).
If the illustration is dispelled or a command word is spoken, that is determined when casting the spell. The illustration vanishes and the object appears in an unoccupied space near where the illustration vanished.
Classes: Wizard
Porton's Spells
Porton's Rolling Haze
6th-Level Evocation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (A small sized totem and 100g worth of poisonous plants/materials)
Duration: Until dispelled
When you cast this spell, you infuse a totem with poisonous materials, after which the totem emits a mile radius mist of poison. The mist sits low on the ground and is a dark green colour. A creature makes a Constitution saving throw every 10 minutes it is passing through the mist, a creature becomes poisoned for 1 hour on a failed save.
Casting Dispel Magic on the totem or destroying the totem ends this effect. The totem has an AC equivalent the casters spell save DC when the spell is cast and has 50 hit points. Additionally, the totem is immune to poison and psychic damage.
Classes: Wizard