50 D&D Spells from the Arclands Spellforge
Updated: Feb 13
Welcome to our latest article, "50 New Forged Spells for Arclands 5e"! In this guide, we're excited to bring you a wide range of innovative and creative spells crafted using the unique Arclands Spellforging System. For those who are new to the Arclands, spellforging is a dynamic and flexible magic system that allows players to create custom spells by combining different glyphs at a Spellforge. If you're not familiar with the spellforging rules, we recommend starting with our beginner's guide to spellforging, which you can find here.
In this collection of 50 spells, each spell comes with a Forge Point (FP) cost, which represents the complexity and power of the spell and the cost of creating it. Remember, you can find the entire spellforging rules in Arclands: The Spellforgers Companion, which you can download for free when you subscribe to our site.
Whether you're a seasoned spellcaster or new to the world of Arclands, we hope these 50 forged spells inspire you to create your own unique spells and add a touch of personal flair to your magical arsenal. So, without further ado, let's dive into the world of spellforging and explore the possibilities that await you!
As a spellforger exploring the world of Arclands, you have the unique opportunity to create new spells by combining magical elements in innovative ways. Although there are limiting factors to consider when forging spells, such as Forge Points (FP) and the availability of specific glyphs, the possibilities are virtually endless. By understanding the various means of combining magical properties, you can create spells that suit your character's needs and playstyle. It's always a good idea to keep an eye out for spell forges scattered throughout the land, as these ancient magical sites hold the key to unlocking your spellforging potential. This beginner's guide will serve as an orientation to help you navigate the exciting world of spellforging, enabling you to make the most of your arcane abilities and unleash your creativity. Remember, the power to create incredible and unique spells lies within your grasp!
Ten Non Combat Spells
Gravity Bubble (FP: 8)
Target: 20-foot radius (4 FP)
Effect: Manipulate gravity (3 FP)
Effect Value: Reverse gravity in the area (1 FP)
Duration: 1 minute (0 FP)
Action: Standard action (0 FP)
Description: This spell creates a bubble in which gravity is reversed, causing all unsecured objects and creatures to "fall" towards the ceiling. The caster can strategically use this spell for traversal or to disorient enemies in non-combat situations.
Time Echo (FP: 7)
Target: Self (0 FP)
Effect: Create time-based afterimage (3 FP)
Effect Value: 1 afterimage (1 FP)
Duration: 5 minutes (3 FP)
Action: Standard action (0 FP)
Description: This spell generates a temporal afterimage of the caster, allowing them to retrace their steps within the last 5 minutes. This can be helpful in solving puzzles, retracing steps, or investigating a recently visited area.
Phantasmal Architecture (FP: 8)
Target: Area within 100 feet (3 FP)
Effect: Create illusory structures (4 FP)
Effect Value: Up to 1000 square feet (1 FP)
Duration: 1 hour (0 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to create illusory structures, such as walls, bridges, or staircases, within the target area. These structures appear real but offer no physical support. The caster can use this spell to create distractions, confuse enemies, or assist with traversal.
Memory Siphon (FP: 7)
Target: One creature (1 FP)
Effect: Extract specific memory (3 FP)
Effect Value: One memory, up to 5 minutes (2 FP)
Duration: Instant (0 FP)
Action: Standard action (1 FP)
Description: This spell allows the caster to extract a specific memory from the target's mind. The memory can be up to 5 minutes long and must be from within the last 24 hours. The caster can use this spell for gathering information or influencing decisions.
Nature's Embrace (FP: 6)
Target: Self (0 FP)
Effect: Merge with natural surroundings (2 FP)
Effect Value: Become one with nature (2 FP)
Duration: 10 minutes (2 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to merge with their natural surroundings, such as trees, rocks, or water. While merged, the caster is invisible and can perceive their surroundings through the senses of the natural element. This can be useful for scouting or hiding from threats.
Emotional Resonance (FP: 7)
Target: One creature within range (1 FP)
Effect: Amplify target's emotions (3 FP)
Effect Value: Double emotional intensity (2 FP)
Duration: 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell amplifies the target's current emotions, making them feel their feelings with twice the intensity. This can be used to influence behavior, make someone more susceptible to persuasion, or create a distraction.
Aural Reshaping (FP: 6)
Target: One creature within range (1 FP)
Effect: Change target's voice (2 FP)
Effect Value: Any voice or sound (1 FP)
Duration: 1 hour (2 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to change the target's voice to any other voice or sound they have heard. The spell can be used for deception, impersonation, or simply for fun.
Quantum Pocket (FP: 6)
Target: Self (0 FP)
Effect: Create an extradimensional storage space (3 FP)
Effect Value: Store up to 50 pounds of non-living material (2 FP)
Duration: 1 hour (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a small, extradimensional pocket in which the caster can store up to 50 pounds of non-living material. The caster can access the pocket at will during the spell's duration, allowing for efficient storage and retrieval of items in non-combat situations.
Lightweaving (FP: 5)
Target: 10-foot radius area (2 FP)
Effect: Create intricate patterns of light (2 FP)
Effect Value: Light patterns can be animated (1 FP)
Duration: 10 minutes (0 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to create intricate, animated patterns of light within the target area. These patterns can be used for artistic expression, communication, or even to create mesmerizing distractions.
Dreamwalk (FP: 8)
Target: Self (0 FP)
Effect: Enter the dreams of a nearby sleeping creature (4 FP)
Effect Value: Observe or interact with the dream (2 FP)
Duration: 1 hour (2 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to enter the dreams of a nearby sleeping creature. While inside the dream, the caster can observe and interact with the dream's environment and characters. This can be useful for gathering information, influencing the dreamer, or simply exploring the mysteries of the mind.
Defensive Spells
Chrono-Barrier (FP: 6)
Target: Self (0 FP)
Effect: Slow down incoming projectiles (3 FP)
Effect Value: Reduce projectile speed by 50% (2 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell distorts the flow of time in a localized area around the caster, causing incoming projectiles to slow down by 50%, effectively reducing their impact and potential damage.
Mirror Mirage (FP: 7)
Target: Self (0 FP)
Effect: Create multiple illusory duplicates (3 FP)
Effect Value: 1d4 + 1 duplicates (3 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell creates several illusory duplicates of the caster that mimic their movements and actions, making it difficult for enemies to determine which is the real target. The duplicates can absorb an attack, but then disappear upon taking damage.
Empathic Shield (FP: 5)
Target: Self (0 FP)
Effect: Redirect a portion of received damage to attacker (2 FP)
Effect Value: Redirect 50% of received damage (2 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell creates an empathic shield around the caster that redirects a portion of received damage back onto the attacker, causing them to feel the pain they have inflicted.
Gravity Well (FP: 6)
Target: 20-foot radius area (3 FP)
Effect: Increase gravity within the area (2 FP)
Effect Value: Halve movement speed of creatures in the area (1 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a localized increase in gravity within the target area, making it difficult for enemies to move quickly and efficiently, effectively halving their movement speed.
Spectral Armor (FP: 7)
Target: Self (0 FP)
Effect: Create a layer of ethereal armor (3 FP)
Effect Value: Gain +2 to AC (3 FP)
Duration: 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell surrounds the caster with a layer of ethereal armor, increasing their Armour Class and making it more difficult for enemies to land a successful attack.
Thought Fortress (FP: 6)
Target: Self (0 FP)
Effect: Protect against mind-affecting spells and abilities (3 FP)
Effect Value: Gain advantage on saving throws against mind-affecting effects (2 FP)
Duration: 1 hour (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a fortress of mental energy around the caster's mind, granting them advantage on saving throws against mind-affecting spells and abilities.
Elemental Aegis (FP: 8)
Target: Self (0 FP)
Effect: Gain resistance to a chosen elemental damage type (4 FP)
Effect Value: Resistance to one chosen elemental damage type (fire, cold, lightning, acid) (3 FP)
Duration: 1 hour (1 FP)
Action: Standard action (0 FP)
Description: This spell grants the caster resistance to a chosen elemental damage type, reducing the damage they receive from that specific element by half.
Shadow Veil (FP: 5)
Target: Self (0 FP)
Effect: Become partially invisible in dim light or darkness (2 FP)
Effect Value: Gain advantage on Stealth checks in dim light or darkness (2 FP)
Duration: 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell allows the caster to blend into shadows,making it incredibly difficult for others to detect their presence. When the caster is in dim light or darkness, they become partially invisible and gain advantage on Stealth checks for the duration of the spell. As the caster moves through the shadows, they appear as a fleeting, ghostly figure, making it nearly impossible for enemies to track their movements. This spell is particularly useful for infiltrating enemy territory, evading guards, or ambushing opponents from the cover of darkness.
Adaptive Barrier (FP: 7)
Target: Self (0 FP)
Effect: Gain temporary resistance to the last damage type received (3 FP)
Effect Value: Gain resistance to the damage type of the last attack received (3 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a barrier that adapts to the last type of damage received, granting the caster temporary resistance to that specific damage type, reducing the damage taken from subsequent attacks of the same type by half.
Sanctuary of Serenity (FP: 8)
Target: 20-foot radius area (3 FP)
Effect: Create a zone of peace and calm (4 FP)
Effect Value: Creatures entering the area must succeed on a Wisdom saving throw or be unable to attack (1 FP)
Duration: 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a peaceful and calming aura in the target area, causing creatures that enter the area to make a Wisdom saving throw. On a failure, they are unable to take any aggressive actions or attack while within the sanctuary. This effect ends once the creature leaves the area.
Illusion Spells
Shifting Shadows (FP: 6)
Target: 20-foot cube within range (3 FP)
Effect: Create dynamic, moving shadows (2 FP)
Effect Value: Shadows create confusion and disorientation (1 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell creates a zone of ever-shifting shadows that twist and turn, causing confusion and disorientation for any creature caught within the area, affecting their perception and ability to focus on their surroundings.
Echoing Whispers (FP: 7)
Target: One creature within range (1 FP)
Effect: Create illusory whispers (3 FP)
Effect Value: The whispers distract and disorient the target (3 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell causes illusory whispers to echo around a single target, distracting them and making it difficult to concentrate or communicate with others. The whispers can mimic voices familiar to the target or simply be an eerie chorus of unintelligible murmurs.
Fragmented Reflection (FP: 7)
Target: One creature within range (1 FP)
Effect: Create distorted reflections (3 FP)
Effect Value: Illusions make the target appear fragmented and displaced (3 FP)
Duration: 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell causes a creature's reflection to appear fragmented and displaced in every reflective surface nearby, making it difficult for others to perceive their true position and movements.
Veil of Emotions (FP: 6)
Target: One creature within range (1 FP)
Effect: Create illusory emotions (2 FP)
Effect Value: Target's emotions are externally visible, affecting interactions (3 FP)
Duration: 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell projects a creature's emotions as visible illusions around them, making their feelings apparent to others and potentially influencing social interactions.
Mirage of the Past (FP: 9)
Target: 30-foot cube within range (4 FP)
Effect: Create an illusory scene from the past (3 FP)
Effect Value: The scene is historically accurate (2 FP)
Duration: Concentration, up to 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell conjures an illusory scene from the past, providing a window into history. The scene is historically accurate and can provide valuable insights or context when exploring ancient ruins or uncovering long-forgotten secrets.
Labyrinth of Thought (FP: 8)
Target: One creature within range (1 FP)
Effect: Create an illusory mental labyrinth (3 FP)
Effect Value: Target must make an Intelligence saving throw to escape (4 FP)
Duration: Concentration, up to 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell traps a creature's mind within a complex, illusory labyrinth. To escape, the target must make an Intelligence saving throw, with the DC determined by the caster. If the target fails, they remain trapped and are considered incapacitated until they escape or the spell ends.
Spectral Orchestra (FP: 6)
Target: 20-foot radius area (3 FP)
Effect: Create an illusory orchestra (2 FP)
Effect Value: The music can be tailored to evoke specific emotions (1 FP)
Duration: Concentration, up to 10 minutes (1 FP)
Action: Standard action (0 FP)
Description: This spell summons a ghostly orchestra that plays hauntingly beautiful music, which can be tailored to evoke specific emotions in those who hear it, such as joy, , sorrow, or even fear. The illusory musicians and their instruments appear within a 20-foot radius area, performing an intricate symphony that captivates the audience. This spell can be used for a variety of purposes, including providing a mesmerizing performance at an event, distracting guards or enemies, or creating an unsettling atmosphere to unnerve opponents. As the caster maintains concentration, the spectral orchestra continues to play, adapting the music to the desired emotional effect or changing the mood as the situation requires.
Illusory Terrain (FP: 7)
Target: 40-foot square area within range (4 FP)
Effect: Create an illusion of altered terrain (2 FP)
Effect Value: Illusory terrain appears real and can hinder movement (1 FP)
Duration: 1 hour (1 FP)
Action: Standard action (0 FP)
Description: This spell alters the appearance of a section of terrain, making it seem like a different type of landscape. The illusory terrain can hinder movement, as it appears real to those who are unaware of the spell.
Shadow Puppeteer (FP: 5)
Target: One creature within range (1 FP)
Effect: Control the target's shadow (2 FP)
Effect Value: Shadow mimics the caster's desired actions (2 FP)
Duration: Concentration, up to 1 minute (1 FP)
Action: Standard action (0 FP)
Description: This spell grants the caster control over a creature's shadow, manipulating it to mimic the caster's desired actions. The target becomes unnerved and distracted as their shadow seems to take on a life of its own, potentially causing them to doubt their own senses.
Dreamweaver's Tapestry (FP: 6)
Target: One sleeping creature within range (1 FP)
Effect: Create an illusory dream (2 FP)
Effect Value: Dream can deliver a message or evoke specific emotions (3 FP)
Duration: While the target remains asleep (1 FP)
Action: Standard action (0 FP)
Description: This spell weaves a vivid, illusory dream into the mind of a sleeping creature. The caster can craft the dream to deliver a specific message or evoke particular emotions in the target. The dream's impact can linger even after the target awakens, potentially influencing their thoughts and actions.
Melee combat spells
Gravity Hammer (FP: 6)
Target: Self (0 FP)
Effect: Enhance melee weapon (1 FP)
Effect Value: Strike with increased gravity (5 FP)
Duration: 1 minute (1 FP)
Action: Bonus action (0 FP)
Description: This spell imbues the caster's melee weapon with the power to temporarily increase the gravitational force around it. Striking opponents causes them to feel a sudden, crushing weight, dealing additional damage and potentially knocking them prone.
Arcing Lash (FP: 7)
Target: Self (0 FP)
Effect: Create a whip of crackling energy (2 FP)
Effect Value: 1d6 electric damage with a 10-foot reach (5 FP)
Duration: Concentration, up to 1 minute (1 FP)
Action: Standard action (0 FP)
Description: The caster summons a whip composed of crackling electrical energy. The whip lashes out at foes within a 10-foot reach, dealing electric damage and potentially causing targets to twitch and spasm, hindering their movement.
Razor Wind (FP: 5)
Target: Self (0 FP)
Effect: Generate a gust of wind with razor-sharp edges (2 FP)
Effect Value: 1d4 slashing damage in a 15-foot cone (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster unleashes a cone of wind imbued with razor-sharp edges, slashing and cutting through enemies caught in the gust. The spell can be particularly devastating against unarmoured opponents or those vulnerable to slashing damage.
Shadow Step Strike (FP: 6)
Target: Self (0 FP)
Effect: Teleport through shadows to strike (3 FP)
Effect Value: Additional 1d6 necrotic damage on a successful hit (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster briefly steps into the little understood or known Shadow Realm, emerging to strike a nearby opponent. The target suffers additional necrotic damage as the chilling touch of the Shadow Realm seeps into their wounds.
Fists of the Earth (FP: 6)
Target: Self (0 FP)
Effect: Enhance unarmed attacks (1 FP)
Effect Value: Unarmed strikes deal additional 1d6 bludgeoning damage (3 FP)
Duration: 1 minute (1 FP)
Action: Bonus action (0 FP)
Description: The caster's hands are encased in a layer of solid stone, making their unarmed strikes more powerful. Striking opponents with these earth-encrusted fists deal additional bludgeoning damage.
Blood Whip (FP: 7)
Target: Self (0 FP)
Effect: Create a whip from the caster's blood (2 FP)
Effect Value: 1d4 slashing damage, can grapple opponents (5 FP)
Duration: Concentration, up to 1 minute (1 FP)
Action: Standard action (0 FP)
Description: The caster forms a whip from their own blood, which lashes out to slash and grapple opponents. The whip can wrap around enemies, hindering their movement and potentially causing them to bleed.
Rebounding Strike (FP: 6)
Target: Self (0 FP)
Effect: Melee attack rebounds to another target (3 FP)
Effect Value: 1d8 damage, can strike an additional target within 5 feet (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster's melee attack ricochets off one target, striking another nearby opponent. The rebounding strike can catch foes off guard, dealing damage and potentially staggering them.
Spectral Claws (FP: 6)
Target: Self (0 FP)
Effect: Manifest ethereal claws for melee attacks (2 FP)
Effect Value: 1d6 force damage, can bypass physical armor (4 FP)
Duration: 1 minute (1 FP)
Action: Bonus action (0 FP)
Description: The caster summons spectral claws that extend from their fingertips, allowing them to make melee attacks that deal force damage. These ethereal claws can bypass physical armor, striking directly at an opponent's life force.
Living Weapon (FP: 7)
Target: Self (0 FP)
Effect: Transform a body part into a weapon (2 FP)
Effect Value: 1d8 damage of the chosen weapon type (5 FP)
Duration: 1 minute (1 FP)
Action: Bonus action (0 FP)
Description: The caster temporarily transforms a part of their body, such as an arm or a leg, into a weapon. This living weapon deals damage based on the chosen weapon type and can be used in melee combat. The transformation can be visually shocking to opponents.
Echoing Strike (FP: 6)
Target: Self (0 FP)
Effect: Melee attack creates a sonic shockwave (3 FP)
Effect Value: 1d6 thunder damage to targets within a 10-foot radius (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster's melee attack generates a powerful sonic shockwave that resonates through the air, dealing thunder damage to targets within a 10-foot radius. The echoing strike can disorient and deafen opponents caught in the blast.
Ranged Attack
Arcane Ricochet (FP: 7)
Target: Single target within 60 feet (3 FP)
Effect: Ranged magical attack that bounces to additional targets (4 FP)
Effect Value: 1d4 force damage per bounce (2 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster fires a bolt of arcane energy that ricochets between targets, dealing force damage with each bounce. The spell can hit multiple enemies or bounce back to the same target multiple times.
Wind Needle (FP: 5)
Target: Single target within 120 feet (4 FP)
Effect: Piercing wind projectile (1 FP)
Effect Value: 1d8 piercing damage (5 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster summons a thin, razor-sharp needle of wind and hurls it at a target. The wind needle pierces through armour and deals piercing damage, leaving little trace of its impact.
Crystal Prism Beam (FP: 9)
Target: Line 60 feet long and 5 feet wide (4 FP)
Effect: Beam of refracted energy (3 FP)
Effect Value: 2d6 radiant damage (6 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster conjures a crystal prism that focuses and refracts a beam of pure energy, dealing radiant damage to all targets in a line. The brilliant colors of the beam can disorient and dazzle onlookers.
Lightning Lash (FP: 7)
Target: Single target within 30 feet (2 FP)
Effect: Electric whip (2 FP)
Effect Value: 1d6 lightning damage, target is grappled on a failed Strength saving throw (3 FP)
Duration: 1 round (1 FP)
Action: Standard action (0 FP)
Description: The caster creates a whip made of crackling lightning that deals damage and can grapple the target if they fail a Strength saving throw. The lightning lash can be used to control the movement of the grappled target.
Gravity Spike (FP: 6)
Target: Single target within 60 feet (3 FP)
Effect: Increase gravity around target (2 FP)
Effect Value: 1d6 force damage and target is restrained on a failed Constitution saving throw (4 FP)
Duration: 1 round (1 FP)
Action: Standard action (0 FP)
Description: The caster intensifies gravity around the target, dealing force damage and potentially restraining them if they fail a Constitution saving throw. The increased gravity makes it difficult for the target to move or escape.
Shadow Dart (FP: 5)
Target: Single target within 60 feet (3 FP)
Effect: Ranged necrotic attack (2 FP)
Effect Value: 1d6 necrotic damage (2 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster forms a dart from the shadows around them and hurls it at the target, dealing necrotic damage. The dart can bypass barriers of light and leaves behind a lingering chill.
Solar Flare (FP: 8)
Target: Single target within 120 feet (4 FP)
Effect: Ranged fire attack (2 FP)
Effect Value: 2d4 fire damage and blinds the target on a failed Dexterity saving throw (4 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster launches a miniature sun at the target, dealing fire damage and potentially blinding the target if they fail a Dexterity saving throw. The bright flare of light erupts upon impact, searing the target with intense heat and dazzling brilliance. The target, if failing their Dexterity saving throw, is blinded by the overwhelming light, leaving them unable to see and vulnerable to further attacks. This spell is particularly effective against creatures sensitive to light or those that rely heavily on their vision. In addition to its combat applications, Solar Flare can also be used as a signal flare or a source of light in dark environments, as the miniature sun remains visible and burning for a short time after the spell is cast.
Echo Arrow (FP: 7)
Target: Single target within 60 feet (3 FP)
Effect: Ranged attack that creates sonic echoes (4 FP)
Effect Value: 1d6 thunder damage, target is deafened on a failed Constitution saving throw (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster fires an ethereal arrow that produces powerful sonic echoes upon impact, dealing thunder damage and potentially deafening the target if they fail a Constitution saving throw. The echoes can disrupt concentration and communication.
Frost Shards (FP: 6)
Target: Up to three targets within 60 feet (4 FP)
Effect: Ranged ice attack (2 FP)
Effect Value: 1d4 cold damage per shard, target's speed is reduced by 10 feet on a failed Dexterity saving throw (3 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster hurls sharp shards of ice at multiple targets, dealing cold damage and potentially reducing their movement speed if they fail a Dexterity saving throw. The icy shards can create difficult terrain on the ground where they land.
Temporal Bolt (FP: 9)
Target: Single target within 60 feet (3 FP)
Effect: Ranged time-altering attack (5 FP)
Effect Value: 1d6 force damage, target loses next bonus action on a failed Intelligence saving throw (4 FP)
Duration: Instantaneous (0 FP)
Action: Standard action (0 FP)
Description: The caster fires a bolt of temporal energy at the target, dealing force damage and potentially causing the target to lose their next bonus action if they fail an Intelligence saving throw. The temporal bolt can disrupt ongoing spells and other time-based effects on a successful hit, making it a potent tool against enemy spellcasters and creatures with time-manipulating abilities.
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