====== Elisia's Spell List & Rules ======
[[character:elisia|{{:wiki:media:back.png?65|}}]]
====Spellcasting Rules & Details====
===Type of Spell List you can access===
Warlock Spell List
Sorcerer Spell List
**Expanded Spell List** \\
The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. \\
| Spell Level | Spells |
| 1st | Create or Destroy Water, Thunderwave |
| 2nd | Augury, Gust of Wind |
| 3rd | Call Lightning, Water Breathing |
| 4th | Control Water, Evard's Black Tentacles |
| 5th | Commune With Nature, Cone of Cold |
**Spell Slot Recovery**
^ ^ ^ Spell ^ Slots ^ ^
| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 |
| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 |
| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
^ Total Cantrips ||| 0 |
^ Total Spells ||| 0 |
**Spell Preperation**
**Spellcasting Scores, DC, Bonus**
**Ritual Casting** \\
**Spellcasting Focus**
=====Spell List=====
^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^
| Mind Sliver | Shield | Gust of Wind | Lightning Bolt | Galder's Speedy Courier |
| Light | Arms of Hadar | Silence | Counter Spell | - |
| Shape Water | Creat or Destory water | - | - | - |
| Eldrich Blast | - | - | - | - |
| Mage Hand | - | - | - | - |
| Chill Touch | - | - | - | - |
^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
//Bold = Prepared Spell//
==== Custom Spells ====
++ Corpse Burst | \\ //Source: Homebrew// \\
//1st Level Necromancy// \\
**Casting Time:** 1 Bonus Action \\
**Range:** 50 feet \\
**Components:** V, M \\
**Duration:** Instantaneous \\
You command the dead body of friend or foe to claim life from the grave. As you pump and bloat a corpse with unstable arcane energy causing the target to violently explode in toxic blood and sharp bone shrapnel.\\ Target one suitable intact body within range. Creatures within 15 feet of the body must make a dexterity saving throw equal to your Spellcasting DC. \\ On a failed save the targets take 4D8 magical damage and half as much on a success. \\
**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st OR you can select an additional corpse for detonation for each spell level above 1st. ++
==== Meta Magic ====
====Cantrips====
++ Mind Sliver | \\ //Source: Tasha's Cauldron of Everything// \\
//Enchantment cantrip// \\
**Casting Time:** 1 action \\
**Range:** 60 feet \\
**Components:** V \\
**Duration:** 1 round \\
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. \\
**At Higher Levels** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).++
++ Light | \\
//Evocation cantrip// \\
**Casting Time:** 1 action \\
**Range:** Touch \\
**Components:** V, M (a firefly or phosphorescent moss) \\
**Duration:** 1 hour \\
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. \\
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.++
++Shape Water | \\
//Transmutation cantrip// \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** S \\
**Duration:** Instantaneous or 1 hour \\
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: \\
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. \\
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. \\
*You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. \\
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. \\
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.++
++Mage Hand | \\
//Conjuration cantrip// \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** V, S \\
**Duration:** 1 minute \\
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. \\
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. \\
The hand can’t attack, activate magical items, or carry more than 10 pounds ++
++ Chill Touch | \\
//Source: Player's Handbook// \\
//Necromancy cantrip// \\
**Casting Time:** 1 action \\
**Range:** 120 feet \\
**Components:** V, S \\
**Duration:** 1 round \\
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. \\
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++
++ Eldritch Blast | \\
//Evocation cantrip// \\
**Casting Time:** 1 action \\
**Range:** 120 feet \\
**Components:** V, S \\
**Duration:** Instantaneous \\
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. \\
**At Higher Levels** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ++
====Level 1 Spells====
++ Shield | \\
//Source: Player's Handbook// \\
1st-level abjuration \\
**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell \\
**Range:** Self \\
**Components:** V, S \\
**Duration:** 1 round \\
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. ++
++Arms of Hadar | \\
Source: Player's Handbook \\
1st-level conjuration \\
**Casting Time:** 1 action \\
**Range:** Self (10-foot radius) \\
**Components:** V, S \\
**Duration:** Instantaneous \\
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. \\
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ++
++ Create or Destroy water| \\
//Source: Player's Handbook// \\
1st-level transmutation \\
**Casting Time:** 1 action \\
**Range:** 30 feet \\
**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) \\
**Duration:** Instantaneous \\
You either create or destroy water. \\
**Create Water** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. \\
**Destroy Water** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. \\
__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. ++
++ Thunderwave | \\
//Source: Player's Handbook// \\
1st-level evocation \\
**Casting Time:** 1 action \\
**Range:** Self (15-foot cube) \\
**Components:** V, S \\
**Duration:** Instantaneous \\
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. \\
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. \\
__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ++
====Level 2 Spells====
**Gust of Wind** //Source: Player's Handbook// \\
*2nd-level evocation
*Casting Time: 1 action
*Range: Self (60-foot line)
*Components: V, S, M (a legume seed)
*Duration: Concentration, up to 1 minute \\
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. \\
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. \\
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
**Silence** //Source: Player's Handbook// \\
*2nd-level illusion (ritual)
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S
*Duration: Concentration, up to 10 minutes \\
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
====Level 3 Spells====
++ Lighting Bolt | \\
Source: Player's Handbook \\
3rd-level evocation \\
**Casting Time:** 1 action \\
**Range:** Self (100-foot line) \\
**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) \\
**Duration:** Instantaneous \\
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. \\
The lightning ignites flammable objects in the area that aren’t being worn or carried. \\
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. ++
++ Thundering Step | \\
//Source: Xanathar's Guide to Everything// \\
3rd-level conjuration \\
**Casting Time:** 1 action \\
**Range:** 90 ft \\
**Components:** V \\
**Duration:** Instantaneous \\
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. \\
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. \\
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ++
++ Counter Spell | \\
//Source: Player's Handbook// \\
3rd-level abjuration \\
**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell \\
**Range:** 60 feet \\
**Components:** S \\
**Duration:** Instantaneous \\
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. \\
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ++
**Enemies Abound** //Source: Xanathar's Guide to Everything// \\
*3rd-level enchantment
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S
*Duration: Concentration, up to 1 minute \\
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
====Level 4 Spells====
++ Galder's Speedy Courier |. \\
//Source: Lost Laboratory of Kwalish//
//conjuration// \\
**Casting Time:** 1 action \\
**Range:** 10 feet \\
**Components:** V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) \\
**Duration:** 10 minutes \\
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. \\
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. \\
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. \\
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. ++
++ Summon Arbritration | \\
//Source: Tasha's Cauldron of Everything// \\
//conjuration// \\
**Casting Time:** 1 action \\
**Range:** 90 feet \\
**Components:** V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) \\
**Duration:** Concentration, up to 1 hour \\
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. \\
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. \\
**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block. \\ ++
++ Storm Sphere | \\
//Source: Xanathar's Guide to Everything// \\
//evocation// \\
**Casting Time:** 1 action \\
**Range:** 150 feet \\
**Components:** V, S \\
**Duration:** Concentration, up to 1 minute \\
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. \\
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. \\
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. \\
**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. ++
====Level 5 Spells====
**Bigby's Hand** //Source: Player's Handbook// \\
*5th-level evocation
*Casting Time: 1 action
*Range: 120 feet
*Components: V, S, M (an eggshell and a snakeskin glove)
*Duration: Concentration, up to 1 minute \\
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. \\
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
*Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
*Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
*Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
*Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
**Cone of Cold** //Source: Player's Handbook// \\
*5th-level evocation
*Casting Time: 1 action
*Range: Self (60-foot cone)
*Components: V, S, M (a small crystal or glass cone)
*Duration: Instantaneous \\
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
====Level 6 Spells====
====Level 7 Spells====
====Level 8 Spells====
====Level 9 Spells====
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