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Energy Transfer Sunray

1st-level necromancy 2nd-level evocation


Casting Time: 1 Bonus Action Casting Time: 1 action
Range: Touch Range: 120 ft.
Components: V, S Components: V, S, M (a small piece of topaz)
Duration: Instantaneous Duration: Instantaneous
Classes: Cleric, Paladin, Sorcerer Classes: Light Domain, Druid, The Celestial, Wizard
You touch a willing creature and transfer some of your You create three bright rays of sunlight and hurl it at a
magical energy to them. The target regains one spell slot up target within range. You can send them toward one target or
to a combined level of the slot expended to cast this spell. (i.e. several. Make a ranged spell attack for each ray. On a hit, the
if you cast this spell using a third level slot, the target can gian target takes 2d6 radiant damage.
one third level, one first level and one second level, or three At Higher Levels. When you cast this spell using a spell
first level spell slots.) slot of 3rd level or higher, you create one additional ray for
At Higher Levels: The target regains an amount of spell each slot level above 2nd.
slots with a combined level up to the spell slot you expend.
Renewal
Suppress Casting 9th-level enchantment
1st-level Abjuration Casting Time: 1 hour
Casting Time: 1 action Range: Touch
Range: 60 ft. Components: V, S, M (Gold Dust worth 3000 gp)
Components: V, S, M Duration: Instantaneous
Duration: 1 Round Classes: Cleric, Druid
Classes: Cleric, Paladin, Warlock, Wizard You touch one creature other than yourself and imbue them
You temporarily suppress a creature's ability to cast spells. with renewing energy. That creature gains the benefits of a
An unwilling creature must make a Constitution saving throw. long rest, including reducing any levels of exhaustion.
On a failure, the creature cannot cast spells until the end of
their next turn, and all held spells or concentration spells are Camouflage
lost. On a success, the creature can cast spells normally, but 1st-level Illusion
until the end of their next turn all spell attacks are made with Casting Time: 1 action
disadvantage. Range: Touch
Revival Sphere
Components: V, M (A bit of mud)
6th-level Evocation Duration: 1 hour
Classes: Artificer, Trickery Domain, Druid, Ranger, Sorcerer,
Casting Time: 1 minute (Ritual) Wizard
Range: 30 feet, 10 ft. radius sphere You touch one object or creature and it's surface shifts to
Components: V, S, M (Diamond Dust worth 800 gp) match it's surroundings. It is not invisible, but creatures
Duration: 10 minutes looking for it have a negative modifier to their Perception or
Classes: Cleric, Druid, Warlock Investigation check when looking for it. This modifer is equal
You create a sphere of revitalizing energy. You take 1 to your spellcasting modifier.
minute to inscribe runes on a surface, which form into a
dome with a radius of ten feet. This dome is stationary, and Amplify Arcana
manifests as a translucent dome of energy. Any creature in 2nd-level Enchantment
the radius of the dome, when reduced to 0 hit points is Casting Time: 1 action
reduced to 1 hit point instead. If an unconscious creature Range: 30 feet
with 0 hit points is brought into the sphere, they immediately Components: V, S, M (A piece of residuum worth 50 gp)
reawaken with 1 hit point. Duration: Instantaneous
Flare You use some of your arcane power to amplify the power of
Evocation cantrip yourself or others. You choose a creature (which can be
Casting Time: 1 action yourself), and amplify their power. The next spell they cast of
Range: 60 ft. first level or higher is considered to be cast 1 spell level
Components: V, S, M (a pinch of phosphorus and a feather) higher than the slot they expend.
Duration: Instantaneous
Classes: Artificer, Bard, Druid, Sorcerer, Wizard Coffeecup Homebrews
You send a bright, but harmless flare of light directly
upwards, which is visible from half a mile away and pierces
through both magical and nonmagical darkness.

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