Spells

Mechanism of Mechanus
Casting Time: 1 bonus action

Range: Self

Components: Verbal, Somatic, Material (a rubber band and a writing utencil)

School: Conjuration

Duration: 1 minute, concentration

A small, autonomous turret appears on your shoulder, its barrel aiming exactly where you look. When you cast this spell, you may make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes 1d10 + your spellcasting modifier of force damage. As a bonus action on your turn, you can repeat the attack against a creature within 60 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 3rd.

Available to. Artificer, Warlock (Arcane Gunner)

Aeon Blast
Casting Time: 1 action

Range: 90 feet

Components: Verbal, Somatic, Material (a holy symbol, which is consumed)

School: Evocation

Duration: Instantaneous

Inverting the energy of the life around you into a dense pocket of frigid nothingness, you then throw the warbling orb to a point within 90 feet. Creatures within a 15-foot radius of the point are shunted momentarily through the unforgiving void of space and must make a Constitution saving throw. On a failure, they take 4d8 of necrotic damage, and half as much on a success. Additionally, if they failed by 5 or more, they are stunned until the beginning of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every slot level above 3rd.

Available to. Sorcerer, Warlock, Wizard

Tyquil’s Thyrluminance
Casting Time: 1 action

Range: 60 feet

Components: Verbal, Somatic

School: Evocation

Duration: Instantaneous

A brilliantly glowing projectile launches itself a target within range, illuminating it. Make a ranged spell attack against the target. On a hit, the target takes 8d6 of force damage and they begin to glow, giving off 5 feet of bright light and 5 feet of dim light beyond that. At the end of your next turn, the light bursts outward. You may split temporary hit points amongst the creatures within 30 feet of the creature when the light bursts, up to a total equal to half the damage you dealt with this spell. If the creature dies before the end of your next turn, the total temporary hit points may be up to the total damage rather than half.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every slot level above 4th.

Available to. Cleric, Paladin, Warlock (Arcane Gunner)

Calder’s Ray of Decay
Casting Time: 1 action

Range: 60 feet

Components: Verbal, Somatic, Material (a tooth of a humanoid)

School: Necromancy

Duration: 1 minute, concentration

You shoot a beam of deathly energy that gives off an unsettling aura at a creature within range. Make a ranged spell attack against the target. On a hit, the creature is dealt 3d6 necrotic damage. Additionally, at the end of each of their turns, they emit an aura of rot. Creatures that are friendly to the target within 15 feet of the creature (including itself) must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save or half as much on a successful one. On a miss, this aura occurs once immediately and the spell ends. This effect can be removed by a Greater Restoration or Remove Curse spell.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every slot level above 5th.

Available to. Sorcerer, Warlock (Arcane Gunner), Wizard